This is a -- long overdue -- breaking change to the rendering output of
this shader, finally adding support for lights that get darker over
distance. The attenuation equation is basically what's documented in
LightData, and the distinction between directional and point lights is
made using a newly added the fourth component of position (which means
the old three-component setters are all deprecated). This allows the
shader code to be practically branchless, which I find to be nice.
This breaks basically all rendering output so all existing Phong and
MeshTools::compile() test outputs had to be regenerated.
The combineIndexArrays() and combineIndexedArrays() API is replaced with
a more generic combineIndexedAttributes(), and thanks to that we also
don't need STL-based duplicate() and removeDuplicates().
Note -- since there are no visual tests for Phong yet, this is done in
the least intrusive manner to avoid breaking current functionality. It's
likely very underperforming due to the matric calculation per fragment,
it'll get optimized once I have proper tests.
Instead make use of the ArrayView STL compatibility. To avoid breaking
almost all existing code the Corrade/Containers/ArrayViewStl.h header is
included implicitly when MAGNUM_BUILD_DEPRECATED is defined, but this
will get removed in some future release to speed up the compilation.
Much easier to write (and explain!) than Shaders::VertexColor2D::Color{
Shaders::VertexColor2D::Color::Components::Three}. Ugh. Why again it
took me *years* to realize?
This better reflects that the functions modify a global state instead of
a shader-local state and so rebinding may be necessary (unlike with
uniforms, which get preserved).
The old set*() functions are now inline aliases to the bind*()
functions, are marked as deprecated and will be removed in some future
release.