/* 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. */ #if defined(INSTANCED_OBJECT_ID) && !defined(GL_ES) && !defined(NEW_GLSL) #extension GL_EXT_gpu_shader4: require #endif #if defined(UNIFORM_BUFFERS) && defined(TEXTURE_ARRAYS) && !defined(GL_ES) #extension GL_ARB_shader_bit_encoding: require #endif #ifdef MULTI_DRAW #ifndef GL_ES #extension GL_ARB_shader_draw_parameters: require #else /* covers WebGL as well */ #extension GL_ANGLE_multi_draw: require #endif #endif #ifndef NEW_GLSL #define in attribute #define out varying #endif #ifndef RUNTIME_CONST #define const #endif /* Uniforms */ #ifndef UNIFORM_BUFFERS #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 0) #endif #ifdef TWO_DIMENSIONS uniform highp mat3 transformationProjectionMatrix #ifndef GL_ES = mat3(1.0) #endif ; #elif defined(THREE_DIMENSIONS) uniform highp mat4 transformationProjectionMatrix #ifndef GL_ES = mat4(1.0) #endif ; #else #error #endif #ifdef TEXTURE_TRANSFORMATION #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 1) #endif uniform mediump mat3 textureMatrix #ifndef GL_ES = mat3(1.0) #endif ; #endif #ifdef TEXTURE_ARRAYS #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 2) #endif /* mediump is just 2^10, which might not be enough, this is 2^16 */ uniform highp uint textureLayer; /* defaults to zero */ #endif /* Uniform buffers */ #else #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 layout(std140 #ifdef EXPLICIT_BINDING , binding = 1 #endif ) uniform TransformationProjection { highp #ifdef TWO_DIMENSIONS /* Can't be a mat3 because of ANGLE, see DrawUniform in Phong.vert for details */ mat3x4 #elif defined(THREE_DIMENSIONS) mat4 #else #error #endif transformationProjectionMatrices[DRAW_COUNT]; }; #ifdef TEXTURE_TRANSFORMATION struct TextureTransformationUniform { highp vec4 rotationScaling; highp vec4 offsetLayerReserved; #define textureTransformation_offset offsetLayerReserved.xy #define textureTransformation_layer offsetLayerReserved.z }; layout(std140 #ifdef EXPLICIT_BINDING , binding = 3 #endif ) uniform TextureTransformation { TextureTransformationUniform textureTransformations[DRAW_COUNT]; }; #endif #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 #ifdef TEXTURED #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = TEXTURECOORDINATES_ATTRIBUTE_LOCATION) #endif in mediump vec2 textureCoordinates; #endif #ifdef VERTEX_COLOR #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = COLOR_ATTRIBUTE_LOCATION) #endif in lowp vec4 vertexColor; #endif #ifdef INSTANCED_OBJECT_ID #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = OBJECT_ID_ATTRIBUTE_LOCATION) #endif in highp uint instanceObjectId; #endif #ifdef INSTANCED_TRANSFORMATION #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = TRANSFORMATION_MATRIX_ATTRIBUTE_LOCATION) #endif #ifdef TWO_DIMENSIONS in highp mat3 instancedTransformationMatrix; #elif defined(THREE_DIMENSIONS) in highp mat4 instancedTransformationMatrix; #else #error #endif #endif #ifdef INSTANCED_TEXTURE_OFFSET #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = TEXTURE_OFFSET_ATTRIBUTE_LOCATION) #endif in mediump #ifndef TEXTURE_ARRAYS vec2 #else vec3 #endif instancedTextureOffset; #endif /* Outputs */ #ifdef TEXTURED out mediump #ifndef TEXTURE_ARRAYS vec2 #else vec3 #endif interpolatedTextureCoordinates; #endif #ifdef VERTEX_COLOR out lowp vec4 interpolatedVertexColor; #endif #ifdef INSTANCED_OBJECT_ID flat out highp uint interpolatedInstanceObjectId; #endif #ifdef MULTI_DRAW flat out highp uint drawId; #endif void main() { #ifdef UNIFORM_BUFFERS #ifdef MULTI_DRAW drawId = drawOffset + uint( #ifndef GL_ES gl_DrawIDARB /* Using GL_ARB_shader_draw_parameters, not GLSL 4.6 */ #else gl_DrawID #endif ); #else #define drawId drawOffset #endif #ifdef TWO_DIMENSIONS highp const mat3 transformationProjectionMatrix = mat3(transformationProjectionMatrices[drawId]); #elif defined(THREE_DIMENSIONS) highp const mat4 transformationProjectionMatrix = transformationProjectionMatrices[drawId]; #else #error #endif #ifdef TEXTURE_TRANSFORMATION mediump const mat3 textureMatrix = mat3(textureTransformations[drawId].rotationScaling.xy, 0.0, textureTransformations[drawId].rotationScaling.zw, 0.0, textureTransformations[drawId].textureTransformation_offset, 1.0); #ifdef TEXTURE_ARRAYS highp const uint textureLayer = floatBitsToUint(textureTransformations[drawId].textureTransformation_layer); #endif #endif #endif #ifdef TWO_DIMENSIONS gl_Position.xywz = vec4(transformationProjectionMatrix* #ifdef INSTANCED_TRANSFORMATION instancedTransformationMatrix* #endif vec3(position, 1.0), 0.0); #elif defined(THREE_DIMENSIONS) gl_Position = transformationProjectionMatrix* #ifdef INSTANCED_TRANSFORMATION instancedTransformationMatrix* #endif position; #else #error #endif #ifdef TEXTURED /* Texture coordinates, if needed */ interpolatedTextureCoordinates.xy = #ifdef TEXTURE_TRANSFORMATION (textureMatrix*vec3( #ifdef INSTANCED_TEXTURE_OFFSET instancedTextureOffset.xy + #endif textureCoordinates, 1.0)).xy #else textureCoordinates #endif ; #ifdef TEXTURE_ARRAYS interpolatedTextureCoordinates.z = float( #ifdef INSTANCED_TEXTURE_OFFSET uint(instancedTextureOffset.z) + #endif textureLayer ); #endif #endif #ifdef VERTEX_COLOR /* Vertex colors, if enabled */ interpolatedVertexColor = vertexColor; #endif #ifdef INSTANCED_OBJECT_ID /* Instanced object ID, if enabled */ interpolatedInstanceObjectId = instanceObjectId; #endif }