/* 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 in attribute #define out varying #endif #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 0) #endif uniform highp mat4 transformationProjectionMatrix #ifndef GL_ES = mat4(1.0) #endif ; #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = POSITION_ATTRIBUTE_LOCATION) #endif in highp vec4 position; #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 out vec3 barycentric; #endif void main() { gl_Position = transformationProjectionMatrix*position; #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 }