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203 lines
5.0 KiB
203 lines
5.0 KiB
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4 years ago
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
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2020, 2021, 2022 Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#if defined(OBJECT_ID) && !defined(GL_ES) && !defined(NEW_GLSL)
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#extension GL_EXT_gpu_shader4: require
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#endif
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#ifndef NEW_GLSL
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#define fragmentColor gl_FragColor
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#define in varying
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#endif
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#ifndef RUNTIME_CONST
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#define const
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#endif
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/* Uniforms */
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 2)
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#endif
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uniform mediump float width
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#ifndef GL_ES
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= 1.0
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#endif
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;
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 3)
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#endif
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uniform mediump float smoothness
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#ifndef GL_ES
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= 0.0
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#endif
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;
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 4)
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#endif
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uniform lowp vec4 backgroundColor
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#ifndef GL_ES
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= vec4(0.0)
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#endif
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;
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#ifndef UNIFORM_BUFFERS
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 5)
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#endif
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uniform lowp vec4 color
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#ifndef GL_ES
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= vec4(1.0)
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#endif
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;
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#ifdef OBJECT_ID
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 6)
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#endif
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/* mediump is just 2^10, which might not be enough, this is 2^16 */
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uniform highp uint objectId; /* defaults to zero */
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#endif
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/* Uniform buffers */
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#else
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#ifndef MULTI_DRAW
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#if DRAW_COUNT > 1
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 0)
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#endif
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uniform highp uint drawOffset
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#ifndef GL_ES
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= 0u
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#endif
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;
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#else
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#define drawOffset 0u
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#endif
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#define drawId drawOffset
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#endif
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struct DrawUniform {
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highp uvec4 materialIdReservedObjectIdReservedReserved;
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#define draw_materialIdReserved materialIdReservedObjectIdReservedReserved.x
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#define draw_objectId materialIdReservedObjectIdReservedReserved.y
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};
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layout(std140
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#ifdef EXPLICIT_BINDING
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, binding = 2
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#endif
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) uniform Draw {
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DrawUniform draws[DRAW_COUNT];
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};
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struct MaterialUniform {
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lowp vec4 color;
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};
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layout(std140
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#ifdef EXPLICIT_BINDING
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, binding = 4
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#endif
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) uniform Material {
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MaterialUniform materials[MATERIAL_COUNT];
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};
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#endif
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/* Inputs */
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in highp vec2 centerDistanceSigned;
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in highp float halfSegmentLength;
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#ifdef VERTEX_COLOR
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in lowp vec4 interpolatedVertexColor;
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#endif
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#ifdef INSTANCED_OBJECT_ID
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flat in highp uint interpolatedInstanceObjectId;
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#endif
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/* Outputs */
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#ifdef NEW_GLSL
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#ifdef EXPLICIT_ATTRIB_LOCATION
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layout(location = COLOR_OUTPUT_ATTRIBUTE_LOCATION)
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#endif
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out lowp vec4 fragmentColor;
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#endif
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#ifdef OBJECT_ID
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#ifdef EXPLICIT_ATTRIB_LOCATION
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layout(location = OBJECT_ID_OUTPUT_ATTRIBUTE_LOCATION)
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#endif
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/* mediump is just 2^10, which might not be enough, this is 2^16 */
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out highp uint fragmentObjectId;
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#endif
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#ifdef MULTI_DRAW
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flat in highp uint drawId;
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#endif
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void main() {
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#ifdef UNIFORM_BUFFERS
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#ifdef OBJECT_ID
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highp const uint objectId = draws[drawId].draw_objectId;
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#endif
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#if MATERIAL_COUNT > 1
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mediump const uint materialId = draws[drawId].draw_materialIdReserved & 0xffffu;
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#else
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#define materialId 0u
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#endif
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lowp const vec4 color = materials[materialId].color;
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#endif
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/* Pixels with `abs(centerDistanceSigned) <= [d+w,w]` are foreground,
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pixels with `abs(centerDistanceSigned) > [d+w+s,w+s]` are background,
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smoothstep in between */
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highp const vec2 edge = vec2(halfSegmentLength+0.5*width, width*0.5);
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lowp const vec2 factor = smoothstep( // TODO CSE
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edge - vec2(smoothness),
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edge + vec2(smoothness), abs(centerDistanceSigned));
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// lowp const vec2 factor = step(edge, abs(centerDistanceSigned));
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// fragmentColor.ba = vec2(0.0);
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fragmentColor = mix(
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#ifdef VERTEX_COLOR
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interpolatedVertexColor*
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#endif
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color, backgroundColor, max(factor.x, factor.y)); // TODO huh*/
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#ifdef OBJECT_ID
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// TODO how to handle smoothness here?
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fragmentObjectId = all(lessThan(abs(centerDistanceSigned), edge)) ?
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#ifdef INSTANCED_OBJECT_ID
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interpolatedInstanceObjectId +
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#endif
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objectId : 0u;
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#endif
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}
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