/* 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 fragmentColor gl_FragColor #define texture texture2D #define in varying #endif #ifdef TEXTURED #ifdef EXPLICIT_TEXTURE_LAYER layout(binding = 0) #endif uniform lowp sampler2D textureData; #endif #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 1) #endif uniform lowp vec4 color #ifndef GL_ES = vec4(1.0) #endif ; #ifdef ALPHA_MASK #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 2) #endif uniform lowp float alphaMask #ifndef GL_ES = 0.5 #endif ; #endif #ifdef OBJECT_ID #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 3) #endif /* mediump is just 2^10, which might not be enough, this is 2^16 */ uniform highp uint objectId; /* defaults to zero */ #endif #ifdef TEXTURED in mediump vec2 interpolatedTextureCoordinates; #endif #ifdef VERTEX_COLOR in lowp vec4 interpolatedVertexColor; #endif #ifdef NEW_GLSL #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = COLOR_OUTPUT_ATTRIBUTE_LOCATION) #endif out lowp vec4 fragmentColor; #endif #ifdef OBJECT_ID #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = OBJECT_ID_OUTPUT_ATTRIBUTE_LOCATION) #endif /* mediump is just 2^10, which might not be enough, this is 2^16 */ out highp uint fragmentObjectId; #endif void main() { fragmentColor = #ifdef TEXTURED texture(textureData, interpolatedTextureCoordinates)* #endif #ifdef VERTEX_COLOR interpolatedVertexColor* #endif color; #ifdef ALPHA_MASK /* Using <= because if mask is set to 1.0, it should discard all, similarly as when using 0, it should only discard what's already invisible anyway. */ if(fragmentColor.a <= alphaMask) discard; #endif #ifdef OBJECT_ID fragmentObjectId = objectId; #endif }