/* 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 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 ; #ifdef HAS_LIGHTS #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 #ifdef TEXTURE_ARRAYS #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 4) #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 /* Keep in sync with Phong.frag. Can't "outsource" to a common file because the #extension directive needs to be always before any code. */ struct DrawUniform { /* Of all drivers, I made the crucial mistake of expecting ANGLE to have non-broken uniform packing. Of course everything including random phone drivers worked, except ANGLE with a D3D backend, which blew up when seeing `mat3` here. With all the coding guidelines, rules and automated bullying from Clang Tidy in place over at Google, it seems the false sense of security is so strong that they don't even bother testing what they wrote. Or, how to code, the Google way: 1. Thoroughly document the packing rules and how the translation of every GLSL type to the D3D equivalent is performed: https://chromium.googlesource.com/angle/angle/+/refs/heads/main/src/libANGLE/renderer/d3d/d3d11/UniformBlockToStructuredBufferTranslation.md#std140-limitation 2. Forget to actually implement and test the damn thing. */ mediump mat3x4 normalMatrix; highp uvec4 materialIdReservedObjectIdLightOffsetLightCount; #define draw_materialIdReserved materialIdReservedObjectIdLightOffsetLightCount.x #define draw_objectId materialIdReservedObjectIdLightOffsetLightCount.y #define draw_lightOffset materialIdReservedObjectIdLightOffsetLightCount.z #define draw_lightCount materialIdReservedObjectIdLightOffsetLightCount.w }; layout(std140 #ifdef EXPLICIT_BINDING , binding = 2 #endif ) uniform Draw { DrawUniform draws[DRAW_COUNT]; }; layout(std140 #ifdef EXPLICIT_BINDING , binding = 0 #endif ) uniform Projection { highp mat4 projectionMatrix; }; layout(std140 #ifdef EXPLICIT_BINDING , binding = 1 #endif ) uniform Transformation { highp mat4 transformationMatrices[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 in highp vec4 position; #ifdef HAS_LIGHTS #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 #ifndef BITANGENT vec4 #else vec3 #endif tangent; #endif #ifdef BITANGENT #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = BITANGENT_ATTRIBUTE_LOCATION) #endif in mediump vec3 bitangent; #endif #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 in highp mat4 instancedTransformationMatrix; #ifdef HAS_LIGHTS #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = NORMAL_MATRIX_ATTRIBUTE_LOCATION) #endif in highp mat3 instancedNormalMatrix; #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 HAS_LIGHTS out mediump vec3 transformedNormal; #ifdef NORMAL_TEXTURE #ifndef BITANGENT out mediump vec4 transformedTangent; #else out mediump vec3 transformedTangent; out mediump vec3 transformedBitangent; #endif #endif out highp vec3 transformedPosition; #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 highp const mat4 transformationMatrix = transformationMatrices[drawId]; #ifdef HAS_LIGHTS mediump const mat3 normalMatrix = mat3(draws[drawId].normalMatrix); #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 /* Transformed vertex position */ highp vec4 transformedPosition4 = transformationMatrix* #ifdef INSTANCED_TRANSFORMATION instancedTransformationMatrix* #endif position; #ifndef HAS_LIGHTS highp vec3 #endif transformedPosition = transformedPosition4.xyz/transformedPosition4.w; #ifdef HAS_LIGHTS /* Transformed normal and tangent vector */ transformedNormal = normalMatrix* #ifdef INSTANCED_TRANSFORMATION instancedNormalMatrix* #endif normal; #ifdef NORMAL_TEXTURE #ifndef BITANGENT transformedTangent = vec4(normalMatrix* #ifdef INSTANCED_TRANSFORMATION instancedNormalMatrix* #endif tangent.xyz, tangent.w); #else transformedTangent = normalMatrix* #ifdef INSTANCED_TRANSFORMATION instancedNormalMatrix* #endif tangent; transformedBitangent = normalMatrix* #ifdef INSTANCED_TRANSFORMATION instancedNormalMatrix* #endif bitangent; #endif #endif #endif /* Transform the position */ gl_Position = projectionMatrix*transformedPosition4; #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 }