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Shaders: reorder code for consistency.

It's InstancedObjectId and then PrimitiveId in the flags, so follow the
same order in the code also.
pull/442/head
Vladimír Vondruš 6 years ago
parent
commit
7a58bf5e42
  1. 8
      src/Magnum/Shaders/MeshVisualizer.frag
  2. 14
      src/Magnum/Shaders/MeshVisualizer.geom

8
src/Magnum/Shaders/MeshVisualizer.frag

@ -44,7 +44,7 @@
#extension GL_NV_shader_noperspective_interpolation: require #extension GL_NV_shader_noperspective_interpolation: require
#endif #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 #ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 1) layout(location = 1)
#endif #endif
@ -124,12 +124,12 @@ in lowp vec3 barycentric;
#endif #endif
#endif #endif
#ifdef PRIMITIVE_ID_FROM_VERTEX_ID
flat in highp uint interpolatedPrimitiveId;
#endif
#ifdef INSTANCED_OBJECT_ID #ifdef INSTANCED_OBJECT_ID
flat in highp uint interpolatedInstanceObjectId; flat in highp uint interpolatedInstanceObjectId;
#endif #endif
#ifdef PRIMITIVE_ID_FROM_VERTEX_ID
flat in highp uint interpolatedPrimitiveId;
#endif
#ifdef TBN_DIRECTION #ifdef TBN_DIRECTION
in lowp vec4 backgroundColor; in lowp vec4 backgroundColor;

14
src/Magnum/Shaders/MeshVisualizer.geom

@ -99,14 +99,14 @@ noperspective
#endif #endif
out lowp vec3 dist; 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 #ifdef INSTANCED_OBJECT_ID
flat in highp uint interpolatedVsInstanceObjectId[]; flat in highp uint interpolatedVsInstanceObjectId[];
flat out highp uint interpolatedInstanceObjectId; flat out highp uint interpolatedInstanceObjectId;
#endif #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) #if defined(TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(NORMAL_DIRECTION)
out lowp vec4 backgroundColor; out lowp vec4 backgroundColor;
@ -167,6 +167,9 @@ void emitQuad(vec4 position, vec2 positionScreen, vec4 endpoint, vec2 endpointSc
void main() { void main() {
/* Passthrough for unchanged variables */ /* Passthrough for unchanged variables */
#ifdef INSTANCED_OBJECT_ID
interpolatedInstanceObjectId = interpolatedVsInstanceObjectId[0];
#endif
#ifdef PRIMITIVE_ID_FROM_VERTEX_ID #ifdef PRIMITIVE_ID_FROM_VERTEX_ID
interpolatedPrimitiveId = interpolatedVsPrimitiveId[0]; interpolatedPrimitiveId = interpolatedVsPrimitiveId[0];
#elif defined(PRIMITIVE_ID) #elif defined(PRIMITIVE_ID)
@ -176,9 +179,6 @@ void main() {
also the TBN direction. */ also the TBN direction. */
gl_PrimitiveID = gl_PrimitiveIDIn; gl_PrimitiveID = gl_PrimitiveIDIn;
#endif #endif
#ifdef INSTANCED_OBJECT_ID
interpolatedInstanceObjectId = interpolatedVsInstanceObjectId[0];
#endif
/* Screen position of each vertex */ /* Screen position of each vertex */
vec2 p[3]; vec2 p[3];

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