/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020 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. */ #ifndef NEW_GLSL #define in varying #define fragmentColor gl_FragColor #endif #ifndef RUNTIME_CONST #define const #endif #ifndef EXPLICIT_UNIFORM_LOCATION #define layout(arg) #endif #if defined(WIREFRAME_RENDERING) && defined(GL_ES) && __VERSION__ < 300 #extension GL_OES_standard_derivatives : enable #endif #if defined(GL_ES) && !defined(NO_GEOMETRY_SHADER) && defined(GL_NV_shader_noperspective_interpolation) #extension GL_NV_shader_noperspective_interpolation: require #endif #if (defined(WIREFRAME_RENDERING) || defined(INSTANCED_OBJECT_ID) || defined(VERTEX_ID) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_ID)) && !defined(TBN_DIRECTION) #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 1) #endif uniform lowp vec4 color #ifndef GL_ES = vec4(1.0, 1.0, 1.0, 1.0) #endif ; #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 2) #endif uniform lowp vec4 wireframeColor #ifndef GL_ES = vec4(0.0, 0.0, 0.0, 1.0) #endif ; #endif #ifdef WIREFRAME_RENDERING #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 3) #endif uniform lowp float wireframeWidth #ifndef GL_ES = 1.0 #endif ; #elif defined(TBN_DIRECTION) #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 9) #endif uniform lowp float lineWidth #ifndef GL_ES = 1.0 #endif ; #endif #if defined(WIREFRAME_RENDERING) || defined(TBN_DIRECTION) #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 4) #endif uniform lowp float smoothness #ifndef GL_ES = 2.0 #endif ; #endif #if defined(INSTANCED_OBJECT_ID) || defined(VERTEX_ID) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_ID) #ifdef EXPLICIT_TEXTURE_LAYER layout(binding = 4) #endif uniform lowp sampler2D colorMapTexture; #endif #if defined(INSTANCED_OBJECT_ID) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_ID) #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 6) #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(WIREFRAME_RENDERING) || defined(TBN_DIRECTION) #ifndef NO_GEOMETRY_SHADER #if !defined(GL_ES) || defined(GL_NV_shader_noperspective_interpolation) noperspective #endif in lowp vec3 dist; #else in lowp vec3 barycentric; #endif #endif #ifdef INSTANCED_OBJECT_ID flat in highp uint interpolatedInstanceObjectId; #endif #ifdef VERTEX_ID in highp float interpolatedMappedVertexId; #endif #ifdef PRIMITIVE_ID_FROM_VERTEX_ID flat in highp uint interpolatedPrimitiveId; #endif #ifdef TBN_DIRECTION in lowp vec4 backgroundColor; in lowp vec4 lineColor; #endif #ifdef NEW_GLSL #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = COLOR_OUTPUT_ATTRIBUTE_LOCATION) #endif out lowp vec4 fragmentColor; #endif void main() { /* Map object/vertex/primitive ID to a color. Will be either combined with the wireframe background color (if wireframe is enabled), ignored (if rendering TBN direction) or used as-is if nothing else is enabled */ #if defined(INSTANCED_OBJECT_ID) || defined(VERTEX_ID) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_ID) lowp vec4 faceColor = texture(colorMapTexture, vec2( /* Object/primitive IDs are constant across the whole primitive so we do the offset/scale mapping here */ #if defined(INSTANCED_OBJECT_ID) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_ID) colorMapOffset + float( #ifdef INSTANCED_OBJECT_ID interpolatedInstanceObjectId #elif defined(PRIMITIVE_ID) gl_PrimitiveID #elif defined(PRIMITIVE_ID_FROM_VERTEX_ID) interpolatedPrimitiveId #else #error mosra messed up #endif )*colorMapScale /* Vertex ID changes, so the offset/scale mapping was done already in a VS/GS and we just pass the interpolated result to a texture */ #elif defined(VERTEX_ID) interpolatedMappedVertexId #else #error mosra messed up, again #endif , 0.0)); #endif /* 1. For wireframe the line is on the triangle edges, thus dist = 0 at vertices and dist = w (= wireframeWidth) at center of smoothed edge. 2. For antialiased TBN (drawn alone) the line is in the center of the bar, thus dist = 0 at the center, dist = ±w (= lineWidth) at center of the smoothed edge, and dist = ±S = w + s (= smoothness) at edge of the primitive. 3. For non-antialised TBN (drawn together with wireframe) the bar width is without the extra padding for smoothness. 0 _____________ 0 -S_-w_0__w_S -w_0__w \ _______ / | | | | | | \ w w / | | /| | | /| \ \ / / | | / | | | / | \ \w/ / | | / | | | / | \ v / | | / | | | / | \ / | |/ | | |/ | v |_|_____|_| |_____| 0 -S -w 0 w S -w 0 w */ #if defined(WIREFRAME_RENDERING) || defined(TBN_DIRECTION) /* Fill with background color first: 1. For wireframe alone the color is supplied directly from the color uniform 2. For TBN alone the backgroundColor is supplied from the GS If primitive/object ID is enabled, it multiplies the color. */ #if defined(WIREFRAME_RENDERING) && !defined(TBN_DIRECTION) fragmentColor = color; #else fragmentColor = backgroundColor; #endif #if defined(INSTANCED_OBJECT_ID) || defined(VERTEX_ID) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_ID) fragmentColor *= faceColor; #endif #ifndef NO_GEOMETRY_SHADER /* Distance to nearest side. If signed distance is involved when rendering TBN alone, we need to find an absolute distance */ #if defined(TBN_DIRECTION) && !defined(WIREFRAME_RENDERING) lowp const float nearest = min(min(abs(dist.x), abs(dist.y)), abs(dist.z)); #else lowp const float nearest = min(min(dist.x, dist.y), dist.z); #endif /* Mix in the line color: 1. For wireframe alone the width and colors are supplied directly from wireframeWidth, wireframeColor, color uniforms 2. For TBN alone the width is supplied directly from the lineWidth uniform and colors from the GS 3. For TBN and wireframe together wireframeWidth is used to draw the wireframe, and since `nearest` is always 0 for the TBN bars, there it doesn't matter. */ fragmentColor = mix( #if defined(WIREFRAME_RENDERING) && !defined(TBN_DIRECTION) wireframeColor, #else lineColor, #endif fragmentColor, #ifdef WIREFRAME_RENDERING smoothstep(wireframeWidth - smoothness, wireframeWidth + smoothness, nearest) #elif defined(TBN_DIRECTION) smoothstep(lineWidth - smoothness, lineWidth + smoothness, nearest) #else #error #endif ); /* Wireframe rendering without a GS. No TBN in this case */ #else const lowp vec3 d = fwidth(barycentric); const lowp vec3 factor = smoothstep(vec3(0.0), d*1.5, barycentric); const lowp float nearest = min(min(factor.x, factor.y), factor.z); fragmentColor = mix(wireframeColor, fragmentColor, nearest); #endif /* Object / Vertex / Primitive ID visualization using a colormap */ #elif defined(INSTANCED_OBJECT_ID) || defined(VERTEX_ID) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_ID) fragmentColor = color*faceColor; #else #error no visualization enabled, huh? #endif }