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183 lines
4.4 KiB
183 lines
4.4 KiB
/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, |
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2020, 2021 Vladimír Vondruš <mosra@centrum.cz> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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#if defined(OBJECT_ID) && !defined(GL_ES) && !defined(NEW_GLSL) |
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#extension GL_EXT_gpu_shader4: require |
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#endif |
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#if defined(UNIFORM_BUFFERS) && defined(ALPHA_MASK) && !defined(GL_ES) |
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#extension GL_ARB_shader_bit_encoding: require |
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#endif |
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#ifndef NEW_GLSL |
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#define fragmentColor gl_FragColor |
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#define texture texture2D |
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#define in varying |
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#endif |
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#ifndef RUNTIME_CONST |
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#define const |
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#endif |
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/* Uniforms */ |
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#ifndef UNIFORM_BUFFERS |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 2) |
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#endif |
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uniform lowp vec4 color |
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#ifndef GL_ES |
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= vec4(1.0) |
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#endif |
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; |
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#ifdef ALPHA_MASK |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 3) |
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#endif |
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uniform lowp float alphaMask |
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#ifndef GL_ES |
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= 0.5 |
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#endif |
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; |
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#endif |
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#ifdef OBJECT_ID |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 4) |
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#endif |
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/* mediump is just 2^10, which might not be enough, this is 2^16 */ |
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uniform highp uint objectId; /* defaults to zero */ |
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#endif |
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/* Uniform buffers */ |
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#else |
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#ifndef MULTI_DRAW |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 0) |
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#endif |
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uniform highp uint drawOffset |
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#ifndef GL_ES |
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= 0u |
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#endif |
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; |
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#define drawId drawOffset |
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#endif |
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struct DrawUniform { |
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lowp vec4 color; |
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highp uvec4 objectIdReservedAlphaMaskReserved; |
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#define draw_objectId objectIdReservedAlphaMaskReserved.x |
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#define draw_alphaMask objectIdReservedAlphaMaskReserved.z |
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}; |
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layout(std140 |
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#ifdef EXPLICIT_BINDING |
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, binding = 2 |
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#endif |
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) uniform Draw { |
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DrawUniform draws[DRAW_COUNT]; |
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}; |
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#endif |
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/* Textures */ |
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#ifdef TEXTURED |
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#ifdef EXPLICIT_BINDING |
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layout(binding = 0) |
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#endif |
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uniform lowp sampler2D textureData; |
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#endif |
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/* Inputs */ |
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#ifdef TEXTURED |
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in mediump vec2 interpolatedTextureCoordinates; |
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#endif |
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#ifdef VERTEX_COLOR |
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in lowp vec4 interpolatedVertexColor; |
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#endif |
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#ifdef INSTANCED_OBJECT_ID |
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flat in highp uint interpolatedInstanceObjectId; |
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#endif |
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/* Outputs */ |
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#ifdef NEW_GLSL |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = COLOR_OUTPUT_ATTRIBUTE_LOCATION) |
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#endif |
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out lowp vec4 fragmentColor; |
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#endif |
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#ifdef OBJECT_ID |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = OBJECT_ID_OUTPUT_ATTRIBUTE_LOCATION) |
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#endif |
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/* mediump is just 2^10, which might not be enough, this is 2^16 */ |
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out highp uint fragmentObjectId; |
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#endif |
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#ifdef MULTI_DRAW |
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flat in highp uint drawId; |
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#endif |
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void main() { |
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#ifdef UNIFORM_BUFFERS |
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lowp const vec4 color = draws[drawId].color; |
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#ifdef OBJECT_ID |
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highp const uint objectId = draws[drawId].draw_objectId; |
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#endif |
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#ifdef ALPHA_MASK |
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lowp const float alphaMask = uintBitsToFloat(draws[drawId].draw_alphaMask); |
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#endif |
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#endif |
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fragmentColor = |
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#ifdef TEXTURED |
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texture(textureData, interpolatedTextureCoordinates)* |
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#endif |
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#ifdef VERTEX_COLOR |
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interpolatedVertexColor* |
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#endif |
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color; |
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#ifdef ALPHA_MASK |
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/* Using <= because if mask is set to 1.0, it should discard all, similarly |
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as when using 0, it should only discard what's already invisible |
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anyway. */ |
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if(fragmentColor.a <= alphaMask) discard; |
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#endif |
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#ifdef OBJECT_ID |
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fragmentObjectId = |
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#ifdef INSTANCED_OBJECT_ID |
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interpolatedInstanceObjectId + |
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#endif |
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objectId; |
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#endif |
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}
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