/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021 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 ; #if LIGHT_COUNT #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 #if LIGHT_COUNT /* Needs to be last because it uses locations 11 to 11 + LIGHT_COUNT - 1 */ #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 12) #endif uniform highp vec4 lightPositions[LIGHT_COUNT] #ifndef GL_ES = vec4[](LIGHT_POSITION_INITIALIZER) #endif ; #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 { mediump mat3 normalMatrix; /* actually mat3x4 */ 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 #if LIGHT_COUNT /* 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 LightUniform { highp vec4 position; lowp vec3 colorReserved; #define light_color colorReserved.xyz lowp vec4 specularColorReserved; #define light_specularColor specularColorReserved.xyz lowp vec4 rangeReservedReservedReserved; #define light_range rangeReservedReservedReserved.x }; layout(std140 #ifdef EXPLICIT_BINDING , binding = 5 #endif ) uniform Light { LightUniform lights[LIGHT_COUNT]; }; #endif #endif /* Inputs */ #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = POSITION_ATTRIBUTE_LOCATION) #endif in highp vec4 position; #if LIGHT_COUNT #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 EXPLICIT_ATTRIB_LOCATION layout(location = NORMAL_MATRIX_ATTRIBUTE_LOCATION) #endif in highp mat3 instancedNormalMatrix; #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 #if LIGHT_COUNT 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 vec4 lightDirections[LIGHT_COUNT]; out highp vec3 cameraDirection; #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]; #if LIGHT_COUNT mediump const mat3 normalMatrix = 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 #if LIGHT_COUNT mediump const uint lightOffset = draws[drawId].draw_lightOffset; #endif #endif /* Transformed vertex position */ highp vec4 transformedPosition4 = transformationMatrix* #ifdef INSTANCED_TRANSFORMATION instancedTransformationMatrix* #endif position; highp vec3 transformedPosition = transformedPosition4.xyz/transformedPosition4.w; #if LIGHT_COUNT /* 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 /* Direction to the light. Directional lights have the last component set to 0, which gets used to ignore the transformed position. */ #ifndef UNIFORM_BUFFERS for(int i = 0; i < LIGHT_COUNT; ++i) #else for(uint i = 0u, actualLightCount = min(uint(LIGHT_COUNT), draws[drawId].draw_lightCount); i < actualLightCount; ++i) #endif { highp const vec4 lightPosition = #ifndef UNIFORM_BUFFERS lightPositions[i] #else lights[lightOffset + i].position #endif ; lightDirections[i] = vec4(lightPosition.xyz - transformedPosition*lightPosition.w, lightPosition.w); } /* Direction to the camera */ cameraDirection = -transformedPosition; #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 }