/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020 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 #ifndef NEW_GLSL #define in attribute #define out varying #endif #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 0) #endif #ifdef TWO_DIMENSIONS uniform highp mat3 transformationProjectionMatrix #ifndef GL_ES = mat3(1.0) #endif ; #elif defined(THREE_DIMENSIONS) uniform highp mat4 transformationProjectionMatrix #ifndef GL_ES = mat4(1.0) #endif ; #else #error #endif #ifdef TEXTURE_TRANSFORMATION #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 1) #endif uniform mediump mat3 textureMatrix #ifndef GL_ES = mat3(1.0) #endif ; #endif #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 #ifdef TEXTURED #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = TEXTURECOORDINATES_ATTRIBUTE_LOCATION) #endif in mediump vec2 textureCoordinates; out mediump vec2 interpolatedTextureCoordinates; #endif #ifdef VERTEX_COLOR #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = COLOR_ATTRIBUTE_LOCATION) #endif in lowp vec4 vertexColor; out lowp vec4 interpolatedVertexColor; #endif #ifdef INSTANCED_OBJECT_ID #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = OBJECT_ID_ATTRIBUTE_LOCATION) #endif in highp uint instanceObjectId; flat out highp uint interpolatedInstanceObjectId; #endif #ifdef INSTANCED_TRANSFORMATION #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = TRANSFORMATION_MATRIX_ATTRIBUTE_LOCATION) #endif #ifdef TWO_DIMENSIONS in highp mat3 instancedTransformationMatrix; #elif defined(THREE_DIMENSIONS) in highp mat4 instancedTransformationMatrix; #else #error #endif #endif #ifdef INSTANCED_TEXTURE_OFFSET #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = TEXTURE_OFFSET_ATTRIBUTE_LOCATION) #endif in mediump vec2 instancedTextureOffset; #endif void main() { #ifdef TWO_DIMENSIONS gl_Position.xywz = vec4(transformationProjectionMatrix* #ifdef INSTANCED_TRANSFORMATION instancedTransformationMatrix* #endif vec3(position, 1.0), 0.0); #elif defined(THREE_DIMENSIONS) gl_Position = transformationProjectionMatrix* #ifdef INSTANCED_TRANSFORMATION instancedTransformationMatrix* #endif position; #else #error #endif #ifdef TEXTURED /* Texture coordinates, if needed */ interpolatedTextureCoordinates = #ifdef TEXTURE_TRANSFORMATION (textureMatrix*vec3( #ifdef INSTANCED_TEXTURE_OFFSET instancedTextureOffset + #endif textureCoordinates, 1.0)).xy #else textureCoordinates #endif ; #endif #ifdef VERTEX_COLOR /* Vertex colors, if enabled */ interpolatedVertexColor = vertexColor; #endif #ifdef INSTANCED_OBJECT_ID /* Instanced object ID, if enabled */ interpolatedInstanceObjectId = instanceObjectId; #endif }