/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021, 2022 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 #define texture texture2D #endif #ifndef RUNTIME_CONST #define const #endif /* Uniforms */ #ifndef UNIFORM_BUFFERS #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 2) #endif uniform lowp vec4 backgroundColor; /* defaults to zero */ #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 3) #endif uniform lowp vec4 color #ifndef GL_ES = vec4(1.0) #endif ; /* Uniform buffers */ #else #ifndef MULTI_DRAW #if DRAW_COUNT > 1 #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 0) #endif uniform highp uint drawOffset #ifndef GL_ES = 0u #endif ; #else #define drawOffset 0u #endif #define drawId drawOffset #endif struct DrawUniform { highp uvec4 materialIdReservedReservedReservedReserved; #define draw_materialIdReserved materialIdReservedReservedReservedReserved.x }; layout(std140 #ifdef EXPLICIT_BINDING , binding = 2 #endif ) uniform Draw { DrawUniform draws[DRAW_COUNT]; }; struct MaterialUniform { lowp vec4 color; lowp vec4 backgroundColor; lowp uvec4 reserved; }; layout(std140 #ifdef EXPLICIT_BINDING , binding = 4 #endif ) uniform Material { MaterialUniform materials[MATERIAL_COUNT]; }; #endif /* Textures */ #ifdef EXPLICIT_BINDING layout(binding = 6) #endif uniform lowp sampler2D vectorTexture; /* Inputs */ in mediump vec2 interpolatedTextureCoordinates; #ifdef MULTI_DRAW flat in highp uint drawId; #endif /* Outputs */ #ifdef NEW_GLSL #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = COLOR_OUTPUT_ATTRIBUTE_LOCATION) #endif out lowp vec4 fragmentColor; #endif void main() { #ifdef UNIFORM_BUFFERS #if MATERIAL_COUNT > 1 mediump const uint materialId = draws[drawId].draw_materialIdReserved & 0xffffu; #else #define materialId 0u #endif lowp const vec4 color = materials[materialId].color; lowp const vec4 backgroundColor = materials[materialId].backgroundColor; #endif lowp float intensity = texture(vectorTexture, interpolatedTextureCoordinates).r; fragmentColor = mix(backgroundColor, color, intensity); }