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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013 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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#ifndef NEW_GLSL
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#define in varying
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#define fragmentColor gl_FragColor
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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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#ifndef EXPLICIT_UNIFORM_LOCATION
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#define layout(arg)
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#endif
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#ifndef GL_ES
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layout(location = 2) uniform vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
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#else
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uniform lowp vec4 color;
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#endif
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#ifdef WIREFRAME_RENDERING
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#ifndef GL_ES
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layout(location = 3) uniform vec4 wireframeColor = vec4(0.0, 0.0, 0.0, 1.0);
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layout(location = 4) uniform float wireframeWidth = 1.0;
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layout(location = 5) uniform float smoothness = 2.0;
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#else
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uniform lowp vec4 wireframeColor;
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uniform lowp float wireframeWidth;
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uniform lowp float smoothness;
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#endif
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#ifndef NO_GEOMETRY_SHADER
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noperspective in lowp vec3 dist;
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#else
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in lowp vec3 barycentric;
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#endif
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#endif
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#ifdef NEW_GLSL
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out vec4 fragmentColor;
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#endif
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#if defined(WIREFRAME_RENDERING) && defined(GL_ES) && __VERSION__ < 300
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#extension GL_OES_standard_derivatives : enable
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#endif
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void main() {
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#ifdef WIREFRAME_RENDERING
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#ifndef NO_GEOMETRY_SHADER
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/* Distance to nearest side */
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const float nearest = min(min(dist.x, dist.y), dist.z);
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/* Smooth step between face color and wireframe color based on distance */
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fragmentColor = mix(wireframeColor, color, smoothstep(wireframeWidth-smoothness, wireframeWidth+smoothness, nearest));
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#else
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const lowp vec3 d = fwidth(barycentric);
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const lowp vec3 factor = smoothstep(vec3(0.0), d*1.5, barycentric);
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const lowp float nearest = min(min(factor.x, factor.y), factor.z);
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fragmentColor = mix(wireframeColor, color, nearest);
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#endif
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#else
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fragmentColor = color;
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#endif
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}
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