/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019 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 attribute #define out varying #endif #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 0) #endif uniform highp mat4 transformationMatrix #ifndef GL_ES = mat4(1.0) #endif ; #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 1) #endif uniform highp mat4 projectionMatrix #ifndef GL_ES = mat4(1.0) #endif ; #if LIGHT_COUNT #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 2) #endif uniform mediump mat3 normalMatrix #ifndef GL_ES = mat3(1.0) #endif ; #endif #ifdef TEXTURE_TRANSFORMATION #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 3) #endif uniform mediump mat3 textureMatrix #ifndef GL_ES = mat3(1.0) #endif ; #endif #if LIGHT_COUNT /* Needs to be last because it uses locations 10 to 10 + LIGHT_COUNT - 1 */ #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 10) #endif uniform highp vec3 lightPositions[LIGHT_COUNT]; /* defaults to zero */ #endif #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = POSITION_ATTRIBUTE_LOCATION) #endif in highp vec4 position; #if LIGHT_COUNT #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = NORMAL_ATTRIBUTE_LOCATION) #endif in mediump vec3 normal; #ifdef NORMAL_TEXTURE #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = TANGENT_ATTRIBUTE_LOCATION) #endif in mediump vec3 tangent; #endif #endif #ifdef TEXTURED #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = TEXTURECOORDINATES_ATTRIBUTE_LOCATION) #endif in mediump vec2 textureCoordinates; out mediump vec2 interpolatedTextureCoordinates; #endif #ifdef VERTEX_COLOR #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = COLOR_ATTRIBUTE_LOCATION) #endif in lowp vec4 vertexColor; out lowp vec4 interpolatedVertexColor; #endif #ifdef INSTANCED_OBJECT_ID #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = OBJECT_ID_ATTRIBUTE_LOCATION) #endif in highp uint instanceObjectId; flat out highp uint interpolatedInstanceObjectId; #endif #ifdef INSTANCED_TRANSFORMATION #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = TRANSFORMATION_MATRIX_ATTRIBUTE_LOCATION) #endif in highp mat4 instancedTransformationMatrix; #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = NORMAL_MATRIX_ATTRIBUTE_LOCATION) #endif in highp mat3 instancedNormalMatrix; #endif #ifdef INSTANCED_TEXTURE_OFFSET #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = TEXTURE_OFFSET_ATTRIBUTE_LOCATION) #endif in mediump vec2 instancedTextureOffset; #endif #if LIGHT_COUNT out mediump vec3 transformedNormal; #ifdef NORMAL_TEXTURE out mediump vec3 transformedTangent; #endif out highp vec3 lightDirections[LIGHT_COUNT]; out highp vec3 cameraDirection; #endif void main() { /* Transformed vertex position */ highp vec4 transformedPosition4 = transformationMatrix* #ifdef INSTANCED_TRANSFORMATION instancedTransformationMatrix* #endif position; highp vec3 transformedPosition = transformedPosition4.xyz/transformedPosition4.w; #if LIGHT_COUNT /* Transformed normal and tangent vector */ transformedNormal = normalMatrix* #ifdef INSTANCED_TRANSFORMATION instancedNormalMatrix* #endif normal; #ifdef NORMAL_TEXTURE transformedTangent = normalMatrix* #ifdef INSTANCED_TRANSFORMATION instancedNormalMatrix* #endif tangent; #endif /* Direction to the light */ for(int i = 0; i < LIGHT_COUNT; ++i) lightDirections[i] = normalize(lightPositions[i] - transformedPosition); /* Direction to the camera */ cameraDirection = -transformedPosition; #endif /* Transform the position */ gl_Position = projectionMatrix*transformedPosition4; #ifdef TEXTURED /* Texture coordinates, if needed */ interpolatedTextureCoordinates = #ifdef TEXTURE_TRANSFORMATION (textureMatrix*vec3( #ifdef INSTANCED_TEXTURE_OFFSET instancedTextureOffset + #endif textureCoordinates, 1.0)).xy #else textureCoordinates #endif ; #endif #ifdef VERTEX_COLOR /* Vertex colors, if enabled */ interpolatedVertexColor = vertexColor; #endif #ifdef INSTANCED_OBJECT_ID /* Instanced object ID, if enabled */ interpolatedInstanceObjectId = instanceObjectId; #endif }