/* 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 TWO_DIMENSIONS #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 0) #endif uniform highp mat3 transformationProjectionMatrix #ifndef GL_ES = mat3(1.0) #endif ; #elif defined(THREE_DIMENSIONS) #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 = 6) #endif uniform highp mat4 projectionMatrix #ifndef GL_ES = mat4(1.0) #endif ; #else #error #endif #if defined(TANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(NORMAL_DIRECTION) #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 7) #endif uniform highp mat3 normalMatrix #ifndef GL_ES = mat3(1.0) #endif ; #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 9) #endif uniform highp float lineLength #ifndef GL_ES = 1.0 #endif ; #endif #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 out vec3 barycentric; #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 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 }