/* 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 /* Both classic uniforms and uniform buffers */ #ifdef DYNAMIC_PER_VERTEX_JOINT_COUNT #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = PER_VERTEX_JOINT_COUNT_LOCATION) #endif uniform mediump uvec2 perVertexJointCount #ifndef GL_ES = uvec2(PER_VERTEX_JOINT_COUNT, SECONDARY_PER_VERTEX_JOINT_COUNT) #endif ; #endif /* Uniforms */ #ifndef UNIFORM_BUFFERS #ifdef TWO_DIMENSIONS #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 9) #endif uniform highp mat3 transformationProjectionMatrix #ifndef GL_ES = mat3(1.0) #endif ; #elif defined(THREE_DIMENSIONS) #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 9) #endif uniform highp mat4 transformationMatrix #ifndef GL_ES = mat4(1.0) #endif ; #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 10) #endif uniform highp mat4 projectionMatrix #ifndef GL_ES = mat4(1.0) #endif ; #else #error #endif #ifdef VERTEX_ID #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 5) #endif uniform lowp vec2 colorMapOffsetScale #ifndef GL_ES = vec2(1.0/512.0, 1.0/256.0) #endif ; #define colorMapOffset colorMapOffsetScale.x #define colorMapScale colorMapOffsetScale.y #endif #if defined(TANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(NORMAL_DIRECTION) #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 11) #endif uniform highp mat3 normalMatrix #ifndef GL_ES = mat3(1.0) #endif ; #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 13) #endif uniform highp float lineLength #ifndef GL_ES = 1.0 #endif ; #endif #ifdef TEXTURE_TRANSFORMATION #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 7) #endif uniform mediump mat3 textureMatrix #ifndef GL_ES = mat3(1.0) #endif ; #endif #ifdef TEXTURE_ARRAYS #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 8) #endif /* mediump is just 2^10, which might not be enough, this is 2^16 */ uniform highp uint textureLayer; /* defaults to zero */ #endif #ifdef JOINT_COUNT #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 14) #endif #ifdef TWO_DIMENSIONS uniform mat3 jointMatrices[JOINT_COUNT] #ifndef GL_ES = mat3[](JOINT_MATRIX_INITIALIZER) #endif ; #elif defined(THREE_DIMENSIONS) uniform mat4 jointMatrices[JOINT_COUNT] #ifndef GL_ES = mat4[](JOINT_MATRIX_INITIALIZER) #endif ; #else #error #endif #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = PER_INSTANCE_JOINT_COUNT_LOCATION) #endif uniform uint perInstanceJointCount; /* defaults to zero */ #endif /* Uniform buffers */ #else #if DRAW_COUNT > 1 #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 1) #endif uniform highp uint drawOffset #ifndef GL_ES = 0u #endif ; #else #define drawOffset 0u #endif #ifdef TWO_DIMENSIONS layout(std140 #ifdef EXPLICIT_BINDING , binding = 1 #endif ) uniform TransformationProjection { /* Can't be a mat3 because of ANGLE, see DrawUniform in Phong.vert for details */ highp mat3x4 transformationProjectionMatrices[DRAW_COUNT]; }; #elif defined(THREE_DIMENSIONS) 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]; }; #else #error #endif #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 /* Keep in sync with MeshVisualizer.geom and MeshVisualizer.frag. Can't "outsource" to a common file because the #extension directives need to be always before any code. */ struct DrawUniform { #ifdef THREE_DIMENSIONS /* Can't be a mat3 because of ANGLE, see Phong.vert for details */ highp mat3x4 normalMatrix; #elif !defined(TWO_DIMENSIONS) #error #endif highp uvec4 materialIdReservedObjectIdJointOffsetPerInstanceJointCountReserved; #define draw_materialIdReserved materialIdReservedObjectIdJointOffsetPerInstanceJointCountReserved.x #define draw_objectId materialIdReservedObjectIdJointOffsetPerInstanceJointCountReserved.y #define draw_jointOffsetPerInstanceJointCount materialIdReservedObjectIdJointOffsetPerInstanceJointCountReserved.z }; layout(std140 #ifdef EXPLICIT_BINDING , binding = 2 #endif ) uniform Draw { DrawUniform draws[DRAW_COUNT]; }; /* Keep in sync with MeshVisualizer.geom and MeshVisualizer.frag. Can't "outsource" to a common file because the #extension directives need to be always before any code. */ struct MaterialUniform { lowp vec4 color; lowp vec4 wireframeColor; lowp vec4 wireframeWidthColorMapOffsetColorMapScaleLineWidth; #define material_wireframeWidth wireframeWidthColorMapOffsetColorMapScaleLineWidth.x #define material_colorMapOffset wireframeWidthColorMapOffsetColorMapScaleLineWidth.y #define material_colorMapScale wireframeWidthColorMapOffsetColorMapScaleLineWidth.z #define material_lineWidth wireframeWidthColorMapOffsetColorMapScaleLineWidth.w lowp vec4 lineLengthSmoothnessReservedReserved; #define material_lineLength lineLengthSmoothnessReservedReserved.x #define material_smoothness lineLengthSmoothnessReservedReserved.y }; layout(std140 #ifdef EXPLICIT_BINDING , binding = 4 #endif ) uniform Material { MaterialUniform materials[MATERIAL_COUNT]; }; #ifdef JOINT_COUNT layout(std140 #ifdef EXPLICIT_BINDING , binding = 6 #endif ) uniform Joint { 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 jointMatrices[JOINT_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 #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 #ifdef TEXTURED #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = TEXTURECOORDINATES_ATTRIBUTE_LOCATION) #endif in mediump vec2 textureCoordinates; #endif #ifdef JOINT_COUNT #if PER_VERTEX_JOINT_COUNT #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = WEIGHTS_ATTRIBUTE_LOCATION) #endif in mediump vec4 weights; #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = JOINTIDS_ATTRIBUTE_LOCATION) #endif in mediump uvec4 jointIds; #endif #if SECONDARY_PER_VERTEX_JOINT_COUNT #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = SECONDARY_WEIGHTS_ATTRIBUTE_LOCATION) #endif in mediump vec4 secondaryWeights; #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = SECONDARY_JOINTIDS_ATTRIBUTE_LOCATION) #endif in mediump uvec4 secondaryJointIds; #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 #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 #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 #ifdef TWO_DIMENSIONS mat3 #else mat4 #endif instancedTransformationMatrix; #if defined(TANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(NORMAL_DIRECTION) #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = NORMAL_MATRIX_ATTRIBUTE_LOCATION) #endif in highp mat3 instancedNormalMatrix; #endif #endif /* Outputs */ #ifdef TEXTURED out mediump #ifndef TEXTURE_ARRAYS vec2 #else vec3 #endif #ifdef NO_GEOMETRY_SHADER interpolatedTextureCoordinates #else interpolatedVsTextureCoordinates #endif ; #endif #if defined(WIREFRAME_RENDERING) && defined(NO_GEOMETRY_SHADER) out vec3 barycentric; #endif #ifdef INSTANCED_OBJECT_ID #ifdef NO_GEOMETRY_SHADER flat out highp uint interpolatedInstanceObjectId; #else flat out highp uint interpolatedVsInstanceObjectId; #endif #endif #ifdef VERTEX_ID #ifdef NO_GEOMETRY_SHADER out highp float interpolatedMappedVertexId; #else out highp float interpolatedVsMappedVertexId; #endif #endif #ifdef PRIMITIVE_ID_FROM_VERTEX_ID #ifdef NO_GEOMETRY_SHADER flat out highp uint interpolatedPrimitiveId; #else flat out highp uint interpolatedVsPrimitiveId; #endif #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 #ifdef MULTI_DRAW flat out highp uint #ifdef NO_GEOMETRY_SHADER drawId #else vsDrawId #endif ; #endif void main() { #ifdef UNIFORM_BUFFERS #ifdef MULTI_DRAW #ifdef NO_GEOMETRY_SHADER drawId #else vsDrawId #define drawId vsDrawId #endif = 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 transformationMatrix = transformationMatrices[drawId]; #else #error #endif #if defined(TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) || defined(NORMAL_DIRECTION) mediump const mat3 normalMatrix = mat3(draws[drawId].normalMatrix); #endif mediump const uint materialId = draws[drawId].draw_materialIdReserved & 0xffffu; lowp float colorMapOffset = materials[materialId].material_colorMapOffset; lowp float colorMapScale = materials[materialId].material_colorMapScale; #if defined(TANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(NORMAL_DIRECTION) highp float lineLength = materials[materialId].material_lineLength; #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 #ifdef JOINT_COUNT mediump const uint jointOffset = (draws[drawId].draw_jointOffsetPerInstanceJointCount & 0xffffu) + uint(gl_InstanceID)*(draws[drawId].draw_jointOffsetPerInstanceJointCount >> 16 & 0xffffu); #endif #else #ifdef JOINT_COUNT mediump const uint jointOffset = uint(gl_InstanceID)*perInstanceJointCount; #endif #endif #ifdef JOINT_COUNT #ifdef TWO_DIMENSIONS mat3 skinMatrix = mat3(0.0); #elif defined(THREE_DIMENSIONS) mat4 skinMatrix = mat4(0.0); #else #error #endif #if PER_VERTEX_JOINT_COUNT for(uint i = 0u; i != PER_VERTEX_JOINT_COUNT #ifdef DYNAMIC_PER_VERTEX_JOINT_COUNT && i != perVertexJointCount.x #endif ; ++i) skinMatrix += weights[i]* #ifdef TWO_DIMENSIONS mat3 /* need to slice because it's a mat3x4 due to ANGLE, see DrawUniform in Phong.vert for details */ #endif (jointMatrices[jointOffset + jointIds[i]]); #endif #if SECONDARY_PER_VERTEX_JOINT_COUNT for(uint i = 0u; i != SECONDARY_PER_VERTEX_JOINT_COUNT #ifdef DYNAMIC_PER_VERTEX_JOINT_COUNT && i != perVertexJointCount.y #endif ; ++i) skinMatrix += secondaryWeights[i]* #ifdef TWO_DIMENSIONS mat3 /* need to slice because it's a mat3x4 due to ANGLE, see DrawUniform in Phong.vert for details */ #endif (jointMatrices[jointOffset + secondaryJointIds[i]]); #endif #endif #ifdef TWO_DIMENSIONS gl_Position.xywz = vec4(transformationProjectionMatrix* #ifdef INSTANCED_TRANSFORMATION instancedTransformationMatrix* #endif #ifdef JOINT_COUNT skinMatrix* #endif vec3(position, 1.0), 0.0); #elif defined(THREE_DIMENSIONS) highp const vec4 transformedPosition4 = transformationMatrix* #ifdef INSTANCED_TRANSFORMATION instancedTransformationMatrix* #endif #ifdef JOINT_COUNT skinMatrix* #endif position; gl_Position = projectionMatrix*transformedPosition4; #else #error #endif #if defined(TANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(NORMAL_DIRECTION) mat3 finalNormalMatrix = normalMatrix #ifdef INSTANCED_TRANSFORMATION *instancedNormalMatrix #endif ; #endif #ifdef TANGENT_DIRECTION tangentEndpoint = projectionMatrix*(transformedPosition4 + vec4(normalize(finalNormalMatrix*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*(transformedPosition4 + vec4(normalize(finalNormalMatrix*bitangent)*lineLength, 0.0)); #endif #ifdef NORMAL_DIRECTION normalEndpoint = projectionMatrix*(transformedPosition4 + vec4(normalize(finalNormalMatrix*normal)*lineLength, 0.0)); #endif #ifdef TEXTURED /* Texture coordinates, if needed */ #ifdef NO_GEOMETRY_SHADER interpolatedTextureCoordinates #else interpolatedVsTextureCoordinates #endif .xy = #ifdef TEXTURE_TRANSFORMATION (textureMatrix*vec3( #ifdef INSTANCED_TEXTURE_OFFSET instancedTextureOffset.xy + #endif textureCoordinates, 1.0)).xy #else textureCoordinates #endif ; #ifdef TEXTURE_ARRAYS #ifdef NO_GEOMETRY_SHADER interpolatedTextureCoordinates #else interpolatedVsTextureCoordinates #endif .z = float( #ifdef INSTANCED_TEXTURE_OFFSET uint(instancedTextureOffset.z) + #endif textureLayer ); #endif #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 #ifdef INSTANCED_OBJECT_ID #ifdef NO_GEOMETRY_SHADER interpolatedInstanceObjectId #else interpolatedVsInstanceObjectId #endif = instanceObjectId; #endif #ifdef VERTEX_ID #ifdef NO_GEOMETRY_SHADER interpolatedMappedVertexId #else interpolatedVsMappedVertexId #endif = colorMapOffset + float(gl_VertexID)*colorMapScale; #endif #ifdef PRIMITIVE_ID_FROM_VERTEX_ID #ifdef NO_GEOMETRY_SHADER interpolatedPrimitiveId #else interpolatedVsPrimitiveId #endif = uint(gl_VertexID/3); #endif }