/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021, 2022, 2023 Vladimír Vondruš Copyright © 2022 Vladislav Oleshko 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. */ #include "DistanceFieldVectorGL.h" #include #include #include #include "Magnum/GL/Context.h" #include "Magnum/GL/Extensions.h" #include "Magnum/GL/Shader.h" #include "Magnum/GL/Texture.h" #include "Magnum/Math/Color.h" #include "Magnum/Math/Matrix3.h" #include "Magnum/Math/Matrix4.h" #ifndef MAGNUM_TARGET_GLES2 #include #include #include "Magnum/GL/Buffer.h" #endif #include "Magnum/Shaders/Implementation/CreateCompatibilityShader.h" namespace Magnum { namespace Shaders { using namespace Containers::Literals; namespace { enum: Int { TextureUnit = 6 }; #ifndef MAGNUM_TARGET_GLES2 enum: Int { /* Not using the zero binding to avoid conflicts with ProjectionBufferBinding from other shaders which can likely stay bound to the same buffer for the whole time */ TransformationProjectionBufferBinding = 1, DrawBufferBinding = 2, TextureTransformationBufferBinding = 3, MaterialBufferBinding = 4 }; #endif } template typename DistanceFieldVectorGL::CompileState DistanceFieldVectorGL::compile(const Configuration& configuration) { #if !defined(MAGNUM_TARGET_GLES2) && !defined(CORRADE_NO_ASSERT) #ifndef MAGNUM_TARGET_WEBGL if(!(configuration.flags() >= Flag::ShaderStorageBuffers)) #endif { CORRADE_ASSERT(!(configuration.flags() >= Flag::UniformBuffers) || configuration.materialCount(), "Shaders::DistanceFieldVectorGL: material count can't be zero", CompileState{NoCreate}); CORRADE_ASSERT(!(configuration.flags() >= Flag::UniformBuffers) || configuration.drawCount(), "Shaders::DistanceFieldVectorGL: draw count can't be zero", CompileState{NoCreate}); } #endif #ifndef MAGNUM_TARGET_GLES if(configuration.flags() >= Flag::UniformBuffers) MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::uniform_buffer_object); #endif #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) if(configuration.flags() >= Flag::ShaderStorageBuffers) { #ifndef MAGNUM_TARGET_GLES MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::shader_storage_buffer_object); #else MAGNUM_ASSERT_GL_VERSION_SUPPORTED(GL::Version::GLES310); #endif } #endif #ifndef MAGNUM_TARGET_GLES2 if(configuration.flags() >= Flag::MultiDraw) { #ifndef MAGNUM_TARGET_GLES MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::shader_draw_parameters); #elif !defined(MAGNUM_TARGET_WEBGL) MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ANGLE::multi_draw); #else MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::WEBGL::multi_draw); #endif } #endif #ifdef MAGNUM_BUILD_STATIC /* Import resources on static build, if not already */ if(!Utility::Resource::hasGroup("MagnumShadersGL"_s)) importShaderResources(); #endif Utility::Resource rs("MagnumShadersGL"_s); const GL::Context& context = GL::Context::current(); #ifndef MAGNUM_TARGET_GLES const GL::Version version = context.supportedVersion({GL::Version::GL320, GL::Version::GL310, GL::Version::GL300, GL::Version::GL210}); #else const GL::Version version = context.supportedVersion({ #ifndef MAGNUM_TARGET_WEBGL GL::Version::GLES310, #endif GL::Version::GLES300, GL::Version::GLES200}); #endif GL::Shader vert = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Vertex); vert.addSource(configuration.flags() & Flag::TextureTransformation ? "#define TEXTURE_TRANSFORMATION\n"_s : ""_s) .addSource(dimensions == 2 ? "#define TWO_DIMENSIONS\n"_s : "#define THREE_DIMENSIONS\n"_s); #ifndef MAGNUM_TARGET_GLES2 if(configuration.flags() >= Flag::UniformBuffers) { #ifndef MAGNUM_TARGET_WEBGL /* SSBOs have unbounded per-draw arrays so just a plain string can be passed */ if(configuration.flags() >= Flag::ShaderStorageBuffers) { vert.addSource( "#define UNIFORM_BUFFERS\n" "#define SHADER_STORAGE_BUFFERS\n"_s); } else #endif { vert.addSource(Utility::format( "#define UNIFORM_BUFFERS\n" "#define DRAW_COUNT {}\n", configuration.drawCount())); } vert.addSource(configuration.flags() >= Flag::MultiDraw ? "#define MULTI_DRAW\n"_s : ""_s); } #endif vert.addSource(rs.getString("generic.glsl"_s)) .addSource(rs.getString("Vector.vert"_s)) .submitCompile(); GL::Shader frag = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Fragment); #ifndef MAGNUM_TARGET_GLES2 if(configuration.flags() >= Flag::UniformBuffers) { #ifndef MAGNUM_TARGET_WEBGL /* SSBOs have unbounded per-draw and material arrays so just a plain string can be passed */ if(configuration.flags() >= Flag::ShaderStorageBuffers) { frag.addSource( "#define UNIFORM_BUFFERS\n" "#define SHADER_STORAGE_BUFFERS\n"_s); } else #endif { frag.addSource(Utility::format( "#define UNIFORM_BUFFERS\n" "#define MATERIAL_COUNT {}\n" "#define DRAW_COUNT {}\n", configuration.materialCount(), configuration.drawCount())); } frag.addSource(configuration.flags() >= Flag::MultiDraw ? "#define MULTI_DRAW\n"_s : ""_s); } #endif frag.addSource(rs.getString("generic.glsl"_s)) .addSource(rs.getString("DistanceFieldVector.frag"_s)) .submitCompile(); DistanceFieldVectorGL out{NoInit}; out._flags = configuration.flags(); #ifndef MAGNUM_TARGET_GLES2 out._materialCount = configuration.materialCount(); out._drawCount = configuration.drawCount(); #endif out.attachShaders({vert, frag}); /* ES3 has this done in the shader directly */ #if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2) #ifndef MAGNUM_TARGET_GLES if(!context.isExtensionSupported(version)) #endif { out.bindAttributeLocation(Position::Location, "position"_s); out.bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates"_s); } #endif out.submitLink(); return CompileState{std::move(out), std::move(vert), std::move(frag) #if !defined(MAGNUM_TARGET_GLES) || (!defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)) , version #endif }; } #ifdef MAGNUM_BUILD_DEPRECATED template typename DistanceFieldVectorGL::CompileState DistanceFieldVectorGL::compile(const Flags flags) { return compile(Configuration{} .setFlags(flags)); } #ifndef MAGNUM_TARGET_GLES2 template typename DistanceFieldVectorGL::CompileState DistanceFieldVectorGL::compile(const Flags flags, const UnsignedInt materialCount, const UnsignedInt drawCount) { return compile(Configuration{} .setFlags(flags) .setMaterialCount(materialCount) .setDrawCount(drawCount)); } #endif #endif template DistanceFieldVectorGL::DistanceFieldVectorGL(CompileState&& state): DistanceFieldVectorGL{static_cast(std::move(state))} { #ifdef CORRADE_GRACEFUL_ASSERT /* When graceful assertions fire from within compile(), we get a NoCreate'd CompileState. Exiting makes it possible to test the assert. */ if(!id()) return; #endif CORRADE_INTERNAL_ASSERT_OUTPUT(checkLink({GL::Shader(state._vert), GL::Shader(state._frag)})); #ifndef MAGNUM_TARGET_GLES const GL::Context& context = GL::Context::current(); if(!context.isExtensionSupported(state._version)) #elif !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) if(state._version < GL::Version::GLES310) #endif { #ifndef MAGNUM_TARGET_GLES2 if(_flags >= Flag::UniformBuffers) { if(_drawCount > 1 #ifndef MAGNUM_TARGET_WEBGL || flags() >= Flag::ShaderStorageBuffers #endif ) _drawOffsetUniform = uniformLocation("drawOffset"_s); } else #endif { _transformationProjectionMatrixUniform = uniformLocation("transformationProjectionMatrix"_s); if(_flags & Flag::TextureTransformation) _textureMatrixUniform = uniformLocation("textureMatrix"_s); _colorUniform = uniformLocation("color"_s); _outlineColorUniform = uniformLocation("outlineColor"_s); _outlineRangeUniform = uniformLocation("outlineRange"_s); _smoothnessUniform = uniformLocation("smoothness"_s); } } #ifndef MAGNUM_TARGET_GLES if(!context.isExtensionSupported(state._version)) #elif !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) if(state._version < GL::Version::GLES310) #endif { setUniform(uniformLocation("vectorTexture"_s), TextureUnit); #ifndef MAGNUM_TARGET_GLES2 /* SSBOs have bindings defined in the source always */ if(_flags >= Flag::UniformBuffers #ifndef MAGNUM_TARGET_WEBGL && !(_flags >= Flag::ShaderStorageBuffers) #endif ) { setUniformBlockBinding(uniformBlockIndex("TransformationProjection"_s), TransformationProjectionBufferBinding); setUniformBlockBinding(uniformBlockIndex("Draw"_s), DrawBufferBinding); setUniformBlockBinding(uniformBlockIndex("Material"_s), MaterialBufferBinding); if(_flags & Flag::TextureTransformation) setUniformBlockBinding(uniformBlockIndex("TextureTransformation"_s), TextureTransformationBufferBinding); } #endif } /* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */ #ifdef MAGNUM_TARGET_GLES #ifndef MAGNUM_TARGET_GLES2 if(_flags >= Flag::UniformBuffers) { /* Draw offset is zero by default */ } else #endif { setTransformationProjectionMatrix(MatrixTypeFor{Math::IdentityInit}); if(_flags & Flag::TextureTransformation) setTextureMatrix(Matrix3{Math::IdentityInit}); setColor(Color4{1.0f}); /* Outline color is zero by default */ setOutlineRange(0.5f, 1.0f); setSmoothness(0.04f); } #endif } template DistanceFieldVectorGL::DistanceFieldVectorGL(const Configuration& configuration): DistanceFieldVectorGL{compile(configuration)} {} #ifdef MAGNUM_BUILD_DEPRECATED template DistanceFieldVectorGL::DistanceFieldVectorGL(const Flags flags): DistanceFieldVectorGL{compile(Configuration{} .setFlags(flags))} {} #ifndef MAGNUM_TARGET_GLES2 template DistanceFieldVectorGL::DistanceFieldVectorGL(const Flags flags, const UnsignedInt materialCount, const UnsignedInt drawCount): DistanceFieldVectorGL{compile(Configuration{} .setFlags(flags) .setMaterialCount(materialCount) .setDrawCount(drawCount))} {} #endif #endif template DistanceFieldVectorGL::DistanceFieldVectorGL(NoInitT) {} template DistanceFieldVectorGL& DistanceFieldVectorGL::setTransformationProjectionMatrix(const MatrixTypeFor& matrix) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::DistanceFieldVectorGL::setTransformationProjectionMatrix(): the shader was created with uniform buffers enabled", *this); #endif setUniform(_transformationProjectionMatrixUniform, matrix); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::setTextureMatrix(const Matrix3& matrix) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::DistanceFieldVectorGL::setTextureMatrix(): the shader was created with uniform buffers enabled", *this); #endif CORRADE_ASSERT(_flags & Flag::TextureTransformation, "Shaders::DistanceFieldVectorGL::setTextureMatrix(): the shader was not created with texture transformation enabled", *this); setUniform(_textureMatrixUniform, matrix); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::setColor(const Color4& color) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::DistanceFieldVectorGL::setColor(): the shader was created with uniform buffers enabled", *this); #endif setUniform(_colorUniform, color); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::setOutlineColor(const Color4& color) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::DistanceFieldVectorGL::setOutlineColor(): the shader was created with uniform buffers enabled", *this); #endif setUniform(_outlineColorUniform, color); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::setOutlineRange(Float start, Float end) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::DistanceFieldVectorGL::setOutlineRange(): the shader was created with uniform buffers enabled", *this); #endif setUniform(_outlineRangeUniform, Vector2(start, end)); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::setSmoothness(Float value) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::DistanceFieldVectorGL::setSmoothness(): the shader was created with uniform buffers enabled", *this); #endif setUniform(_smoothnessUniform, value); return *this; } #ifndef MAGNUM_TARGET_GLES2 template DistanceFieldVectorGL& DistanceFieldVectorGL::setDrawOffset(const UnsignedInt offset) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::DistanceFieldVectorGL::setDrawOffset(): the shader was not created with uniform buffers enabled", *this); #ifndef MAGNUM_TARGET_WEBGL CORRADE_ASSERT(_flags >= Flag::ShaderStorageBuffers || offset < _drawCount, "Shaders::DistanceFieldVectorGL::setDrawOffset(): draw offset" << offset << "is out of bounds for" << _drawCount << "draws", *this); #else CORRADE_ASSERT(offset < _drawCount, "Shaders::DistanceFieldVectorGL::setDrawOffset(): draw offset" << offset << "is out of bounds for" << _drawCount << "draws", *this); #endif if(_drawCount > 1 #ifndef MAGNUM_TARGET_WEBGL || _flags >= Flag::ShaderStorageBuffers #endif ) setUniform(_drawOffsetUniform, offset); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::bindTransformationProjectionBuffer(GL::Buffer& buffer) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::DistanceFieldVectorGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind( #ifndef MAGNUM_TARGET_WEBGL _flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : #endif GL::Buffer::Target::Uniform, TransformationProjectionBufferBinding); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::bindTransformationProjectionBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::DistanceFieldVectorGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind( #ifndef MAGNUM_TARGET_WEBGL _flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : #endif GL::Buffer::Target::Uniform, TransformationProjectionBufferBinding, offset, size); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::bindDrawBuffer(GL::Buffer& buffer) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::DistanceFieldVectorGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind( #ifndef MAGNUM_TARGET_WEBGL _flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : #endif GL::Buffer::Target::Uniform, DrawBufferBinding); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::bindDrawBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::DistanceFieldVectorGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind( #ifndef MAGNUM_TARGET_WEBGL _flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : #endif GL::Buffer::Target::Uniform, DrawBufferBinding, offset, size); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::bindTextureTransformationBuffer(GL::Buffer& buffer) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::DistanceFieldVectorGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); CORRADE_ASSERT(_flags & Flag::TextureTransformation, "Shaders::DistanceFieldVectorGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this); buffer.bind( #ifndef MAGNUM_TARGET_WEBGL _flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : #endif GL::Buffer::Target::Uniform, TextureTransformationBufferBinding); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::bindTextureTransformationBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::DistanceFieldVectorGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); CORRADE_ASSERT(_flags & Flag::TextureTransformation, "Shaders::DistanceFieldVectorGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this); buffer.bind( #ifndef MAGNUM_TARGET_WEBGL _flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : #endif GL::Buffer::Target::Uniform, TextureTransformationBufferBinding, offset, size); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::bindMaterialBuffer(GL::Buffer& buffer) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::DistanceFieldVectorGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind( #ifndef MAGNUM_TARGET_WEBGL _flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : #endif GL::Buffer::Target::Uniform, MaterialBufferBinding); return *this; } template DistanceFieldVectorGL& DistanceFieldVectorGL::bindMaterialBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::DistanceFieldVectorGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind( #ifndef MAGNUM_TARGET_WEBGL _flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : #endif GL::Buffer::Target::Uniform, MaterialBufferBinding, offset, size); return *this; } #endif template DistanceFieldVectorGL& DistanceFieldVectorGL::bindVectorTexture(GL::Texture2D& texture) { texture.bind(TextureUnit); return *this; } template class MAGNUM_SHADERS_EXPORT DistanceFieldVectorGL<2>; template class MAGNUM_SHADERS_EXPORT DistanceFieldVectorGL<3>; namespace Implementation { Debug& operator<<(Debug& debug, const DistanceFieldVectorGLFlag value) { #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) /* Special case coming from the Flags printer. As both flags are a superset of UniformBuffers, printing just one would result in `Flag::MultiDraw|Flag(0x8)` in the output. */ if(value == DistanceFieldVectorGLFlag(UnsignedByte(DistanceFieldVectorGLFlag::MultiDraw|DistanceFieldVectorGLFlag::ShaderStorageBuffers))) return debug << DistanceFieldVectorGLFlag::MultiDraw << Debug::nospace << "|" << Debug::nospace << DistanceFieldVectorGLFlag::ShaderStorageBuffers; #endif debug << "Shaders::DistanceFieldVectorGL::Flag" << Debug::nospace; switch(value) { /* LCOV_EXCL_START */ #define _c(v) case DistanceFieldVectorGLFlag::v: return debug << "::" #v; _c(TextureTransformation) #ifndef MAGNUM_TARGET_GLES2 _c(UniformBuffers) #ifndef MAGNUM_TARGET_WEBGL _c(ShaderStorageBuffers) #endif _c(MultiDraw) #endif #undef _c /* LCOV_EXCL_STOP */ } return debug << "(" << Debug::nospace << reinterpret_cast(UnsignedByte(value)) << Debug::nospace << ")"; } Debug& operator<<(Debug& debug, const DistanceFieldVectorGLFlags value) { return Containers::enumSetDebugOutput(debug, value, "Shaders::DistanceFieldVectorGL::Flags{}", { DistanceFieldVectorGLFlag::TextureTransformation, #ifndef MAGNUM_TARGET_GLES2 #ifndef MAGNUM_TARGET_WEBGL /* Both are a superset of UniformBuffers, meaning printing just one would result in `Flag::MultiDraw|Flag(0x8)` in the output. So we pass both and let the Flag printer deal with that. */ DistanceFieldVectorGLFlag(UnsignedByte(DistanceFieldVectorGLFlag::MultiDraw|DistanceFieldVectorGLFlag::ShaderStorageBuffers)), #endif DistanceFieldVectorGLFlag::MultiDraw, /* Superset of UniformBuffers */ #ifndef MAGNUM_TARGET_WEBGL DistanceFieldVectorGLFlag::ShaderStorageBuffers, /* Superset of UniformBuffers */ #endif DistanceFieldVectorGLFlag::UniformBuffers #endif }); } } }}