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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 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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#define texture texture2D
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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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#ifndef UNIFORM_BUFFERS
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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 lowp vec4 color
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#ifndef GL_ES
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= vec4(1.0, 1.0, 1.0, 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 lowp vec4 outlineColor; /* defaults to zero */
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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 vec2 outlineRange
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#ifndef GL_ES
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= vec2(0.5, 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 = 5)
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#endif
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uniform lowp float smoothness
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#ifndef GL_ES
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= 0.04
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#endif
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;
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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 materialIdReservedReservedReservedReserved;
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#define draw_materialIdReserved materialIdReservedReservedReservedReserved.x
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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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lowp vec4 reserved;
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lowp vec4 outlineColor;
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lowp vec4 outlineRangeSmoothnessReserved;
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#define material_outlineRange outlineRangeSmoothnessReserved.xy
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#define material_smoothness outlineRangeSmoothnessReserved.z
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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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/* Textures */
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#ifdef EXPLICIT_BINDING
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layout(binding = 6)
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#endif
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uniform lowp sampler2D vectorTexture;
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/* Inputs */
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in mediump vec2 interpolatedTextureCoordinates;
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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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/* OUtput */
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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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void main() {
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#ifdef UNIFORM_BUFFERS
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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 float smoothness = materials[materialId].material_smoothness;
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lowp const vec4 color = materials[materialId].color;
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lowp const vec4 outlineColor = materials[materialId].outlineColor;
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lowp const vec2 outlineRange = materials[materialId].material_outlineRange;
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#endif
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lowp float intensity = texture(vectorTexture, interpolatedTextureCoordinates).r;
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/* Fill color */
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fragmentColor = smoothstep(outlineRange.x-smoothness, outlineRange.x+smoothness, intensity)*color;
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/* Outline */
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if(outlineRange.x > outlineRange.y) {
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/* Doing *0.5 instead of /2.0 because the latter causes iOS / WebGL to
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complain that "Overflow in implicit constant conversion, minimum
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range for lowp float is (-2,2)" */
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lowp float mid = (outlineRange.x + outlineRange.y)*0.5;
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lowp float halfRange = (outlineRange.x - outlineRange.y)*0.5;
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fragmentColor += smoothstep(halfRange+smoothness, halfRange-smoothness, distance(mid, intensity))*outlineColor;
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}
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}
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