/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021 Vladimír Vondruš Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #if defined(INSTANCED_OBJECT_ID) && !defined(GL_ES) && !defined(NEW_GLSL) #extension GL_EXT_gpu_shader4: require #endif #ifndef NEW_GLSL #define in attribute #define out varying #endif #ifndef RUNTIME_CONST #define const #endif /* Uniforms */ #ifndef UNIFORM_BUFFERS #ifdef TWO_DIMENSIONS #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 6) #endif uniform highp mat3 transformationProjectionMatrix #ifndef GL_ES = mat3(1.0) #endif ; #elif defined(THREE_DIMENSIONS) #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 6) #endif uniform highp mat4 transformationMatrix #ifndef GL_ES = mat4(1.0) #endif ; #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 7) #endif uniform highp mat4 projectionMatrix #ifndef GL_ES = mat4(1.0) #endif ; #else #error #endif #ifdef VERTEX_ID #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 5) #endif uniform lowp vec2 colorMapOffsetScale #ifndef GL_ES = vec2(1.0/512.0, 1.0/256.0) #endif ; #define colorMapOffset colorMapOffsetScale.x #define colorMapScale colorMapOffsetScale.y #endif #if defined(TANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(NORMAL_DIRECTION) #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 8) #endif uniform highp mat3 normalMatrix #ifndef GL_ES = mat3(1.0) #endif ; #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 10) #endif uniform highp float lineLength #ifndef GL_ES = 1.0 #endif ; #endif /* Uniform buffers */ #else #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 1) #endif uniform highp uint drawOffset #ifndef GL_ES = 0u #endif ; #ifdef TWO_DIMENSIONS layout(std140 #ifdef EXPLICIT_BINDING , binding = 1 #endif ) uniform TransformationProjection { highp mat3 transformationProjectionMatrices[DRAW_COUNT]; }; #elif defined(THREE_DIMENSIONS) layout(std140 #ifdef EXPLICIT_BINDING , binding = 0 #endif ) uniform Projection { highp mat4 projectionMatrix; }; layout(std140 #ifdef EXPLICIT_BINDING , binding = 1 #endif ) uniform Transformation { highp mat4 transformationMatrices[DRAW_COUNT]; }; #else #error #endif /* Keep in sync with MeshVisualizer.geom and MeshVisualizer.frag. Can't "outsource" to a common file because the #extension directives need to be always before any code. */ struct DrawUniform { #ifdef THREE_DIMENSIONS highp mat3 normalMatrix; /* actually mat3x4 */ #elif !defined(TWO_DIMENSIONS) #error #endif highp uvec4 materialIdReservedReservedReservedReserved; #define draw_materialIdReserved materialIdReservedReservedReservedReserved.x }; layout(std140 #ifdef EXPLICIT_BINDING , binding = 2 #endif ) uniform Draw { DrawUniform draws[DRAW_COUNT]; }; /* Keep in sync with MeshVisualizer.geom and MeshVisualizer.frag. Can't "outsource" to a common file because the #extension directives need to be always before any code. */ struct MaterialUniform { lowp vec4 color; lowp vec4 wireframeColor; lowp vec4 wireframeWidthColorMapOffsetColorMapScaleLineWidth; #define material_wireframeWidth wireframeWidthColorMapOffsetColorMapScaleLineWidth.x #define material_colorMapOffset wireframeWidthColorMapOffsetColorMapScaleLineWidth.y #define material_colorMapScale wireframeWidthColorMapOffsetColorMapScaleLineWidth.z #define material_lineWidth wireframeWidthColorMapOffsetColorMapScaleLineWidth.w lowp vec4 lineLengthSmoothnessReservedReserved; #define material_lineLength lineLengthSmoothnessReservedReserved.x #define material_smoothness lineLengthSmoothnessReservedReserved.y }; layout(std140 #ifdef EXPLICIT_BINDING , binding = 4 #endif ) uniform Material { MaterialUniform materials[MATERIAL_COUNT]; }; #endif /* Inputs */ #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = POSITION_ATTRIBUTE_LOCATION) #endif #ifdef TWO_DIMENSIONS in highp vec2 position; #elif defined(THREE_DIMENSIONS) in highp vec4 position; #else #error #endif #if defined(TANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = TANGENT_ATTRIBUTE_LOCATION) #endif in highp vec4 tangent; #endif #ifdef BITANGENT_DIRECTION #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = BITANGENT_ATTRIBUTE_LOCATION) #endif in highp vec3 bitangent; #endif #if defined(NORMAL_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = NORMAL_ATTRIBUTE_LOCATION) #endif in highp vec3 normal; #endif #if defined(WIREFRAME_RENDERING) && defined(NO_GEOMETRY_SHADER) #if (!defined(GL_ES) && __VERSION__ < 140) || (defined(GL_ES) && __VERSION__ < 300) #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = 4) #endif in lowp float vertexIndex; #define gl_VertexID int(vertexIndex) #endif #endif #ifdef INSTANCED_OBJECT_ID #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = OBJECT_ID_ATTRIBUTE_LOCATION) #endif in highp uint instanceObjectId; #endif /* Outputs */ #if defined(WIREFRAME_RENDERING) && defined(NO_GEOMETRY_SHADER) out vec3 barycentric; #endif #ifdef INSTANCED_OBJECT_ID #ifdef NO_GEOMETRY_SHADER flat out highp uint interpolatedInstanceObjectId; #else flat out highp uint interpolatedVsInstanceObjectId; #endif #endif #ifdef VERTEX_ID #ifdef NO_GEOMETRY_SHADER out highp float interpolatedMappedVertexId; #else out highp float interpolatedVsMappedVertexId; #endif #endif #ifdef PRIMITIVE_ID_FROM_VERTEX_ID #ifdef NO_GEOMETRY_SHADER flat out highp uint interpolatedPrimitiveId; #else flat out highp uint interpolatedVsPrimitiveId; #endif #endif #ifdef TANGENT_DIRECTION out highp vec4 tangentEndpoint; #endif #if defined(BITANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) out highp vec4 bitangentEndpoint; #endif #ifdef NORMAL_DIRECTION out highp vec4 normalEndpoint; #endif void main() { #ifdef UNIFORM_BUFFERS #ifdef TWO_DIMENSIONS highp const mat3 transformationProjectionMatrix = transformationProjectionMatrices[drawOffset]; #elif defined(THREE_DIMENSIONS) highp const mat4 transformationMatrix = transformationMatrices[drawOffset]; #else #error #endif #if defined(TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) || defined(NORMAL_DIRECTION) mediump const mat3 normalMatrix = draws[drawOffset].normalMatrix; #endif mediump const uint materialId = draws[drawOffset].draw_materialIdReserved & 0xffffu; lowp float colorMapOffset = materials[materialId].material_colorMapOffset; lowp float colorMapScale = materials[materialId].material_colorMapScale; highp float lineLength = materials[materialId].material_lineLength; #endif #ifdef TWO_DIMENSIONS gl_Position.xywz = vec4(transformationProjectionMatrix*vec3(position, 1.0), 0.0); #elif defined(THREE_DIMENSIONS) gl_Position = projectionMatrix*transformationMatrix*position; #else #error #endif #ifdef TANGENT_DIRECTION tangentEndpoint = projectionMatrix*(transformationMatrix*position + vec4(normalize(normalMatrix*tangent.xyz)*lineLength, 0.0)); #endif #ifdef BITANGENT_FROM_TANGENT_DIRECTION vec3 bitangent = cross(normal, tangent.xyz)*tangent.w; #endif #if defined(BITANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) bitangentEndpoint = projectionMatrix*(transformationMatrix*position + vec4(normalize(normalMatrix*bitangent)*lineLength, 0.0)); #endif #ifdef NORMAL_DIRECTION normalEndpoint = projectionMatrix*(transformationMatrix*position + vec4(normalize(normalMatrix*normal)*lineLength, 0.0)); #endif #if defined(WIREFRAME_RENDERING) && defined(NO_GEOMETRY_SHADER) barycentric = vec3(0.0); #ifdef SUBSCRIPTING_WORKAROUND #ifndef NEW_GLSL int i = int(mod(vertexIndex, 3.0)); #else int i = gl_VertexID % 3; #endif if(i == 0) barycentric.x = 1.0; else if(i == 1) barycentric.y = 1.0; else barycentric.z = 1.0; #elif !defined(NEW_GLSL) barycentric[int(mod(vertexIndex, 3.0))] = 1.0; #else barycentric[gl_VertexID % 3] = 1.0; #endif #endif #ifdef INSTANCED_OBJECT_ID #ifdef NO_GEOMETRY_SHADER interpolatedInstanceObjectId #else interpolatedVsInstanceObjectId #endif = instanceObjectId; #endif #ifdef VERTEX_ID #ifdef NO_GEOMETRY_SHADER interpolatedMappedVertexId #else interpolatedVsMappedVertexId #endif = colorMapOffset + float(gl_VertexID)*colorMapScale; #endif #ifdef PRIMITIVE_ID_FROM_VERTEX_ID #ifdef NO_GEOMETRY_SHADER interpolatedPrimitiveId #else interpolatedVsPrimitiveId #endif = uint(gl_VertexID/3); #endif }