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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
2020, 2021 Vladimír Vondruš <mosra@centrum.cz>
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(OBJECT_ID) && !defined(GL_ES) && !defined(NEW_GLSL)
#extension GL_EXT_gpu_shader4: require
#endif
#if defined(UNIFORM_BUFFERS) && defined(ALPHA_MASK) && !defined(GL_ES)
#extension GL_ARB_shader_bit_encoding: require
#endif
#ifndef NEW_GLSL
#define fragmentColor gl_FragColor
#define texture texture2D
#define in varying
#endif
#ifndef RUNTIME_CONST
#define const
#endif
/* Uniforms */
#ifndef UNIFORM_BUFFERS
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 2)
#endif
uniform lowp vec4 color
#ifndef GL_ES
= vec4(1.0)
#endif
;
#ifdef ALPHA_MASK
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 3)
#endif
uniform lowp float alphaMask
#ifndef GL_ES
= 0.5
#endif
;
#endif
#ifdef OBJECT_ID
#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 objectId; /* defaults to zero */
#endif
/* Uniform buffers */
#else
#ifndef MULTI_DRAW
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 0)
#endif
uniform highp uint drawOffset
#ifndef GL_ES
= 0u
#endif
;
#define drawId drawOffset
#endif
struct DrawUniform {
lowp vec4 color;
highp uvec4 objectIdReservedAlphaMaskReserved;
#define draw_objectId objectIdReservedAlphaMaskReserved.x
#define draw_alphaMask objectIdReservedAlphaMaskReserved.z
};
layout(std140
#ifdef EXPLICIT_BINDING
, binding = 2
#endif
) uniform Draw {
DrawUniform draws[DRAW_COUNT];
};
#endif
/* Textures */
#ifdef TEXTURED
#ifdef EXPLICIT_BINDING
layout(binding = 0)
#endif
uniform lowp sampler2D textureData;
#endif
/* Inputs */
#ifdef TEXTURED
in mediump vec2 interpolatedTextureCoordinates;
#endif
#ifdef VERTEX_COLOR
in lowp vec4 interpolatedVertexColor;
#endif
#ifdef INSTANCED_OBJECT_ID
flat in highp uint interpolatedInstanceObjectId;
#endif
/* Outputs */
#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
#ifdef MULTI_DRAW
flat in highp uint drawId;
#endif
void main() {
#ifdef UNIFORM_BUFFERS
lowp const vec4 color = draws[drawId].color;
#ifdef OBJECT_ID
highp const uint objectId = draws[drawId].draw_objectId;
#endif
#ifdef ALPHA_MASK
lowp const float alphaMask = uintBitsToFloat(draws[drawId].draw_alphaMask);
#endif
#endif
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 =
#ifdef INSTANCED_OBJECT_ID
interpolatedInstanceObjectId +
#endif
objectId;
#endif
}