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445 lines
11 KiB
445 lines
11 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(INSTANCED_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(TEXTURE_ARRAYS) && !defined(GL_ES) |
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#extension GL_ARB_shader_bit_encoding: require |
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#endif |
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#ifdef MULTI_DRAW |
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#ifndef GL_ES |
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#extension GL_ARB_shader_draw_parameters: require |
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#else /* covers WebGL as well */ |
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#extension GL_ANGLE_multi_draw: require |
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#endif |
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#endif |
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#ifndef NEW_GLSL |
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#define in attribute |
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#define out 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 = 0) |
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#endif |
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uniform highp mat4 transformationMatrix |
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#ifndef GL_ES |
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= mat4(1.0) |
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#endif |
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; |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 1) |
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#endif |
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uniform highp mat4 projectionMatrix |
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#ifndef GL_ES |
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= mat4(1.0) |
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#endif |
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; |
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#if LIGHT_COUNT |
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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 mediump mat3 normalMatrix |
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#ifndef GL_ES |
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= mat3(1.0) |
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#endif |
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; |
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#endif |
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#ifdef TEXTURE_TRANSFORMATION |
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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 mediump mat3 textureMatrix |
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#ifndef GL_ES |
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= mat3(1.0) |
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#endif |
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; |
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#endif |
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#ifdef TEXTURE_ARRAYS |
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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 textureLayer; /* defaults to zero */ |
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#endif |
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#if LIGHT_COUNT |
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/* Needs to be last because it uses locations 11 to 11 + LIGHT_COUNT - 1 */ |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 12) |
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#endif |
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uniform highp vec4 lightPositions[LIGHT_COUNT] |
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#ifndef GL_ES |
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= vec4[](LIGHT_POSITION_INITIALIZER) |
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#endif |
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; |
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#endif |
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/* Uniform buffers */ |
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#else |
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#if DRAW_COUNT > 1 |
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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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#else |
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#define drawOffset 0u |
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#endif |
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/* Keep in sync with Phong.frag. Can't "outsource" to a common file because |
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the #extension directive needs to be always before any code. */ |
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struct DrawUniform { |
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mediump mat3 normalMatrix; /* actually mat3x4 */ |
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highp uvec4 materialIdReservedObjectIdLightOffsetLightCount; |
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#define draw_materialIdReserved materialIdReservedObjectIdLightOffsetLightCount.x |
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#define draw_objectId materialIdReservedObjectIdLightOffsetLightCount.y |
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#define draw_lightOffset materialIdReservedObjectIdLightOffsetLightCount.z |
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#define draw_lightCount materialIdReservedObjectIdLightOffsetLightCount.w |
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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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layout(std140 |
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#ifdef EXPLICIT_BINDING |
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, binding = 0 |
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#endif |
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) uniform Projection { |
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highp mat4 projectionMatrix; |
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}; |
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layout(std140 |
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#ifdef EXPLICIT_BINDING |
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, binding = 1 |
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#endif |
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) uniform Transformation { |
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highp mat4 transformationMatrices[DRAW_COUNT]; |
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}; |
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#ifdef TEXTURE_TRANSFORMATION |
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struct TextureTransformationUniform { |
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highp vec4 rotationScaling; |
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highp vec4 offsetLayerReserved; |
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#define textureTransformation_offset offsetLayerReserved.xy |
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#define textureTransformation_layer offsetLayerReserved.z |
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}; |
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layout(std140 |
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#ifdef EXPLICIT_BINDING |
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, binding = 3 |
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#endif |
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) uniform TextureTransformation { |
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TextureTransformationUniform textureTransformations[DRAW_COUNT]; |
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}; |
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#endif |
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#if LIGHT_COUNT |
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/* Keep in sync with Phong.frag. Can't "outsource" to a common file because |
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the #extension directive needs to be always before any code. */ |
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struct LightUniform { |
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highp vec4 position; |
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lowp vec3 colorReserved; |
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#define light_color colorReserved.xyz |
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lowp vec4 specularColorReserved; |
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#define light_specularColor specularColorReserved.xyz |
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lowp vec4 rangeReservedReservedReserved; |
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#define light_range rangeReservedReservedReserved.x |
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}; |
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layout(std140 |
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#ifdef EXPLICIT_BINDING |
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, binding = 5 |
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#endif |
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) uniform Light { |
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LightUniform lights[LIGHT_COUNT]; |
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}; |
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#endif |
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#endif |
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/* Inputs */ |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = POSITION_ATTRIBUTE_LOCATION) |
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#endif |
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in highp vec4 position; |
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#if LIGHT_COUNT |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = NORMAL_ATTRIBUTE_LOCATION) |
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#endif |
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in mediump vec3 normal; |
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#ifdef NORMAL_TEXTURE |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = TANGENT_ATTRIBUTE_LOCATION) |
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#endif |
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in mediump |
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#ifndef BITANGENT |
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vec4 |
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#else |
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vec3 |
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#endif |
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tangent; |
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#endif |
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#ifdef BITANGENT |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = BITANGENT_ATTRIBUTE_LOCATION) |
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#endif |
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in mediump vec3 bitangent; |
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#endif |
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#endif |
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#ifdef TEXTURED |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = TEXTURECOORDINATES_ATTRIBUTE_LOCATION) |
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#endif |
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in mediump vec2 textureCoordinates; |
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#endif |
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#ifdef VERTEX_COLOR |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = COLOR_ATTRIBUTE_LOCATION) |
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#endif |
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in lowp vec4 vertexColor; |
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#endif |
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#ifdef INSTANCED_OBJECT_ID |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = OBJECT_ID_ATTRIBUTE_LOCATION) |
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#endif |
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in highp uint instanceObjectId; |
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#endif |
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#ifdef INSTANCED_TRANSFORMATION |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = TRANSFORMATION_MATRIX_ATTRIBUTE_LOCATION) |
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#endif |
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in highp mat4 instancedTransformationMatrix; |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = NORMAL_MATRIX_ATTRIBUTE_LOCATION) |
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#endif |
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in highp mat3 instancedNormalMatrix; |
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#endif |
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#ifdef INSTANCED_TEXTURE_OFFSET |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = TEXTURE_OFFSET_ATTRIBUTE_LOCATION) |
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#endif |
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in mediump |
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#ifndef TEXTURE_ARRAYS |
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vec2 |
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#else |
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vec3 |
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#endif |
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instancedTextureOffset; |
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#endif |
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/* Outputs */ |
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#ifdef TEXTURED |
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out mediump |
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#ifndef TEXTURE_ARRAYS |
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vec2 |
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#else |
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vec3 |
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#endif |
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interpolatedTextureCoordinates; |
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#endif |
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#ifdef VERTEX_COLOR |
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out lowp vec4 interpolatedVertexColor; |
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#endif |
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#ifdef INSTANCED_OBJECT_ID |
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flat out highp uint interpolatedInstanceObjectId; |
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#endif |
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#if LIGHT_COUNT |
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out mediump vec3 transformedNormal; |
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#ifdef NORMAL_TEXTURE |
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#ifndef BITANGENT |
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out mediump vec4 transformedTangent; |
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#else |
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out mediump vec3 transformedTangent; |
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out mediump vec3 transformedBitangent; |
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#endif |
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#endif |
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out highp vec4 lightDirections[LIGHT_COUNT]; |
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out highp vec3 cameraDirection; |
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#endif |
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#ifdef MULTI_DRAW |
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flat out 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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#ifdef MULTI_DRAW |
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drawId = drawOffset + uint( |
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#ifndef GL_ES |
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gl_DrawIDARB /* Using GL_ARB_shader_draw_parameters, not GLSL 4.6 */ |
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#else |
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gl_DrawID |
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#endif |
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); |
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#else |
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#define drawId drawOffset |
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#endif |
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highp const mat4 transformationMatrix = transformationMatrices[drawId]; |
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#if LIGHT_COUNT |
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mediump const mat3 normalMatrix = draws[drawId].normalMatrix; |
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#endif |
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#ifdef TEXTURE_TRANSFORMATION |
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mediump const mat3 textureMatrix = mat3(textureTransformations[drawId].rotationScaling.xy, 0.0, textureTransformations[drawId].rotationScaling.zw, 0.0, textureTransformations[drawId].textureTransformation_offset, 1.0); |
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#ifdef TEXTURE_ARRAYS |
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highp const uint textureLayer = floatBitsToUint(textureTransformations[drawId].textureTransformation_layer); |
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#endif |
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#endif |
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#if LIGHT_COUNT |
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mediump const uint lightOffset = draws[drawId].draw_lightOffset; |
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#endif |
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#endif |
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/* Transformed vertex position */ |
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highp vec4 transformedPosition4 = transformationMatrix* |
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#ifdef INSTANCED_TRANSFORMATION |
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instancedTransformationMatrix* |
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#endif |
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position; |
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highp vec3 transformedPosition = transformedPosition4.xyz/transformedPosition4.w; |
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#if LIGHT_COUNT |
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/* Transformed normal and tangent vector */ |
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transformedNormal = normalMatrix* |
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#ifdef INSTANCED_TRANSFORMATION |
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instancedNormalMatrix* |
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#endif |
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normal; |
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#ifdef NORMAL_TEXTURE |
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#ifndef BITANGENT |
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transformedTangent = vec4(normalMatrix* |
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#ifdef INSTANCED_TRANSFORMATION |
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instancedNormalMatrix* |
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#endif |
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tangent.xyz, tangent.w); |
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#else |
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transformedTangent = normalMatrix* |
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#ifdef INSTANCED_TRANSFORMATION |
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instancedNormalMatrix* |
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#endif |
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tangent; |
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transformedBitangent = normalMatrix* |
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#ifdef INSTANCED_TRANSFORMATION |
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instancedNormalMatrix* |
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#endif |
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bitangent; |
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#endif |
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#endif |
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/* Direction to the light. Directional lights have the last component set |
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to 0, which gets used to ignore the transformed position. */ |
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#ifndef UNIFORM_BUFFERS |
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for(int i = 0; i < LIGHT_COUNT; ++i) |
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#else |
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for(uint i = 0u, actualLightCount = min(uint(LIGHT_COUNT), draws[drawId].draw_lightCount); i < actualLightCount; ++i) |
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#endif |
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{ |
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highp const vec4 lightPosition = |
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#ifndef UNIFORM_BUFFERS |
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lightPositions[i] |
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#else |
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lights[lightOffset + i].position |
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#endif |
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; |
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lightDirections[i] = vec4(lightPosition.xyz - transformedPosition*lightPosition.w, lightPosition.w); |
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} |
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/* Direction to the camera */ |
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cameraDirection = -transformedPosition; |
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#endif |
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/* Transform the position */ |
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gl_Position = projectionMatrix*transformedPosition4; |
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#ifdef TEXTURED |
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/* Texture coordinates, if needed */ |
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interpolatedTextureCoordinates.xy = |
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#ifdef TEXTURE_TRANSFORMATION |
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(textureMatrix*vec3( |
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#ifdef INSTANCED_TEXTURE_OFFSET |
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instancedTextureOffset.xy + |
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#endif |
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textureCoordinates, 1.0)).xy |
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#else |
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textureCoordinates |
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#endif |
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; |
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#ifdef TEXTURE_ARRAYS |
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interpolatedTextureCoordinates.z = float( |
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#ifdef INSTANCED_TEXTURE_OFFSET |
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uint(instancedTextureOffset.z) + |
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#endif |
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textureLayer |
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); |
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#endif |
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#endif |
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#ifdef VERTEX_COLOR |
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/* Vertex colors, if enabled */ |
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interpolatedVertexColor = vertexColor; |
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#endif |
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#ifdef INSTANCED_OBJECT_ID |
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/* Instanced object ID, if enabled */ |
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interpolatedInstanceObjectId = instanceObjectId; |
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#endif |
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}
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