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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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#ifdef MULTI_DRAW
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#ifndef GL_ES
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#extension GL_ARB_shader_draw_parameters: require
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#else /* covers WebGL as well */
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#extension GL_ANGLE_multi_draw: require
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#endif
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#endif
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#ifndef NEW_GLSL
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#define in attribute
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#define out 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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#ifndef UNIFORM_BUFFERS
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 0)
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#endif
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#ifdef TWO_DIMENSIONS
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uniform highp mat3 transformationProjectionMatrix
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#ifndef GL_ES
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= mat3(1.0)
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#endif
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;
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#elif defined(THREE_DIMENSIONS)
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uniform highp mat4 transformationProjectionMatrix
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#ifndef GL_ES
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= mat4(1.0)
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#endif
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;
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#else
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#error
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#endif
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/* Uniform buffers */
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#else
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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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layout(std140
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#ifdef EXPLICIT_BINDING
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, binding = 1
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#endif
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) uniform TransformationProjection {
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highp
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#ifdef TWO_DIMENSIONS
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/* Can't be a mat3 because of ANGLE, see DrawUniform in Phong.vert for
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details */
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mat3x4
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#elif defined(THREE_DIMENSIONS)
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mat4
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#else
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#error
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#endif
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transformationProjectionMatrices[DRAW_COUNT];
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};
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#endif
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/* Inputs */
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#ifdef EXPLICIT_ATTRIB_LOCATION
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layout(location = POSITION_ATTRIBUTE_LOCATION)
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#endif
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#ifdef TWO_DIMENSIONS
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in highp vec2 position;
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#elif defined(THREE_DIMENSIONS)
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in highp vec4 position;
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#else
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#error
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#endif
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#ifdef EXPLICIT_ATTRIB_LOCATION
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layout(location = COLOR_ATTRIBUTE_LOCATION)
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#endif
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in lowp vec4 color;
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/* Outputs */
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out lowp vec4 interpolatedColor;
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void main() {
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#ifdef UNIFORM_BUFFERS
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#ifdef MULTI_DRAW
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highp uint drawId = drawOffset + uint(
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#ifndef GL_ES
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gl_DrawIDARB /* Using GL_ARB_shader_draw_parameters, not GLSL 4.6 */
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#else
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gl_DrawID
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#endif
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);
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#else
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#define drawId drawOffset
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#endif
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#ifdef TWO_DIMENSIONS
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highp const mat3 transformationProjectionMatrix = mat3(transformationProjectionMatrices[drawId]);
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#elif defined(THREE_DIMENSIONS)
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highp const mat4 transformationProjectionMatrix = transformationProjectionMatrices[drawId];
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#else
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#error
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#endif
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#endif
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#ifdef TWO_DIMENSIONS
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gl_Position.xywz = vec4(transformationProjectionMatrix*vec3(position, 1.0), 0.0);
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#elif defined(THREE_DIMENSIONS)
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gl_Position = transformationProjectionMatrix*position;
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#else
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#error
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#endif
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interpolatedColor = color;
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}
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