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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
2020, 2021, 2022 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(SHADER_STORAGE_BUFFERS) && !defined(GL_ES)
#extension GL_ARB_shader_storage_buffer_object: require
#endif
#ifndef NEW_GLSL
#define in varying
#define fragmentColor gl_FragColor
#define texture texture2D
#endif
#ifndef RUNTIME_CONST
#define const
#endif
/* Uniforms */
#ifndef UNIFORM_BUFFERS
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 2)
#endif
uniform lowp vec4 backgroundColor; /* defaults to zero */
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 3)
#endif
uniform lowp vec4 color
#ifndef GL_ES
= vec4(1.0)
#endif
;
/* Uniform / shader storage buffers */
#else
/* For SSBOs, the per-draw and material arrays are unbounded */
#ifdef SHADER_STORAGE_BUFFERS
#define DRAW_COUNT
#define MATERIAL_COUNT
#define BUFFER_OR_UNIFORM buffer
#define BUFFER_READONLY readonly
#else
#define BUFFER_OR_UNIFORM uniform
#define BUFFER_READONLY
#endif
#ifndef MULTI_DRAW
/* With SSBOs DRAW_COUNT is defined to be empty, +0 makes the condition not
cause a compile error */
#if defined(SHADER_STORAGE_BUFFERS) || DRAW_COUNT+0 > 1
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 0)
#endif
uniform highp uint drawOffset
#ifndef GL_ES
= 0u
#endif
;
#else
#define drawOffset 0u
#endif
#define drawId drawOffset
#endif
struct DrawUniform {
highp uvec4 materialIdReservedReservedReservedReserved;
#define draw_materialIdReserved materialIdReservedReservedReservedReserved.x
};
layout(std140
#if defined(EXPLICIT_BINDING) || defined(SHADER_STORAGE_BUFFERS)
, binding = 2
#endif
) BUFFER_OR_UNIFORM Draw {
BUFFER_READONLY DrawUniform draws[DRAW_COUNT];
};
struct MaterialUniform {
lowp vec4 color;
lowp vec4 backgroundColor;
lowp uvec4 reserved;
};
layout(std140
#if defined(EXPLICIT_BINDING) || defined(SHADER_STORAGE_BUFFERS)
, binding = 4
#endif
) BUFFER_OR_UNIFORM Material {
BUFFER_READONLY MaterialUniform materials[MATERIAL_COUNT];
};
#endif
/* Textures */
#ifdef EXPLICIT_BINDING
layout(binding = 6)
#endif
uniform lowp sampler2D vectorTexture;
/* Inputs */
in mediump vec2 interpolatedTextureCoordinates;
#ifdef MULTI_DRAW
flat in highp uint drawId;
#endif
/* Outputs */
#ifdef NEW_GLSL
#ifdef EXPLICIT_ATTRIB_LOCATION
layout(location = COLOR_OUTPUT_ATTRIBUTE_LOCATION)
#endif
out lowp vec4 fragmentColor;
#endif
void main() {
#ifdef UNIFORM_BUFFERS
/* With SSBOs MATERIAL_COUNT is defined to be empty, +0 makes the condition
not cause a compile error */
#if defined(SHADER_STORAGE_BUFFERS) || MATERIAL_COUNT+0 > 1
mediump const uint materialId = draws[drawId].draw_materialIdReserved & 0xffffu;
#else
#define materialId 0u
#endif
lowp const vec4 color = materials[materialId].color;
lowp const vec4 backgroundColor = materials[materialId].backgroundColor;
#endif
lowp float intensity = texture(vectorTexture, interpolatedTextureCoordinates).r;
fragmentColor = mix(backgroundColor, color, intensity);
}