From 7a58bf5e424b01a412cd383a0db5928aec77f4e2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Vladim=C3=ADr=20Vondru=C5=A1?= Date: Sun, 3 May 2020 15:19:37 +0200 Subject: [PATCH] Shaders: reorder code for consistency. It's InstancedObjectId and then PrimitiveId in the flags, so follow the same order in the code also. --- src/Magnum/Shaders/MeshVisualizer.frag | 8 ++++---- src/Magnum/Shaders/MeshVisualizer.geom | 14 +++++++------- 2 files changed, 11 insertions(+), 11 deletions(-) diff --git a/src/Magnum/Shaders/MeshVisualizer.frag b/src/Magnum/Shaders/MeshVisualizer.frag index 433878b9d..483d3ab58 100644 --- a/src/Magnum/Shaders/MeshVisualizer.frag +++ b/src/Magnum/Shaders/MeshVisualizer.frag @@ -44,7 +44,7 @@ #extension GL_NV_shader_noperspective_interpolation: require #endif -#if (defined(WIREFRAME_RENDERING) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_ID) || defined(INSTANCED_OBJECT_ID)) && !defined(TBN_DIRECTION) +#if (defined(WIREFRAME_RENDERING) || defined(INSTANCED_OBJECT_ID) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_ID)) && !defined(TBN_DIRECTION) #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 1) #endif @@ -124,12 +124,12 @@ in lowp vec3 barycentric; #endif #endif -#ifdef PRIMITIVE_ID_FROM_VERTEX_ID -flat in highp uint interpolatedPrimitiveId; -#endif #ifdef INSTANCED_OBJECT_ID flat in highp uint interpolatedInstanceObjectId; #endif +#ifdef PRIMITIVE_ID_FROM_VERTEX_ID +flat in highp uint interpolatedPrimitiveId; +#endif #ifdef TBN_DIRECTION in lowp vec4 backgroundColor; diff --git a/src/Magnum/Shaders/MeshVisualizer.geom b/src/Magnum/Shaders/MeshVisualizer.geom index 912bd5a5e..2bf1cd751 100644 --- a/src/Magnum/Shaders/MeshVisualizer.geom +++ b/src/Magnum/Shaders/MeshVisualizer.geom @@ -99,14 +99,14 @@ noperspective #endif out lowp vec3 dist; -#ifdef PRIMITIVE_ID_FROM_VERTEX_ID -flat in highp uint interpolatedVsPrimitiveId[]; -flat out highp uint interpolatedPrimitiveId; -#endif #ifdef INSTANCED_OBJECT_ID flat in highp uint interpolatedVsInstanceObjectId[]; flat out highp uint interpolatedInstanceObjectId; #endif +#ifdef PRIMITIVE_ID_FROM_VERTEX_ID +flat in highp uint interpolatedVsPrimitiveId[]; +flat out highp uint interpolatedPrimitiveId; +#endif #if defined(TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(NORMAL_DIRECTION) out lowp vec4 backgroundColor; @@ -167,6 +167,9 @@ void emitQuad(vec4 position, vec2 positionScreen, vec4 endpoint, vec2 endpointSc void main() { /* Passthrough for unchanged variables */ + #ifdef INSTANCED_OBJECT_ID + interpolatedInstanceObjectId = interpolatedVsInstanceObjectId[0]; + #endif #ifdef PRIMITIVE_ID_FROM_VERTEX_ID interpolatedPrimitiveId = interpolatedVsPrimitiveId[0]; #elif defined(PRIMITIVE_ID) @@ -176,9 +179,6 @@ void main() { also the TBN direction. */ gl_PrimitiveID = gl_PrimitiveIDIn; #endif - #ifdef INSTANCED_OBJECT_ID - interpolatedInstanceObjectId = interpolatedVsInstanceObjectId[0]; - #endif /* Screen position of each vertex */ vec2 p[3];