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79 lines
2.4 KiB
79 lines
2.4 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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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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#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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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 0) |
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#endif |
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uniform highp mat4 transformationProjectionMatrix |
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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_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 defined(WIREFRAME_RENDERING) && defined(NO_GEOMETRY_SHADER) |
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#if (!defined(GL_ES) && __VERSION__ < 140) || (defined(GL_ES) && __VERSION__ < 300) |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = 4) |
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#endif |
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in lowp float vertexIndex; |
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#define gl_VertexID int(vertexIndex) |
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#endif |
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out vec3 barycentric; |
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#endif |
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void main() { |
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gl_Position = transformationProjectionMatrix*position; |
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#if defined(WIREFRAME_RENDERING) && defined(NO_GEOMETRY_SHADER) |
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barycentric = vec3(0.0); |
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#ifdef SUBSCRIPTING_WORKAROUND |
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#ifndef NEW_GLSL |
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int i = int(mod(vertexIndex, 3.0)); |
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#else |
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int i = gl_VertexID % 3; |
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#endif |
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if(i == 0) barycentric.x = 1.0; |
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else if(i == 1) barycentric.y = 1.0; |
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else barycentric.z = 1.0; |
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#elif !defined(NEW_GLSL) |
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barycentric[int(mod(vertexIndex, 3.0))] = 1.0; |
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#else |
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barycentric[gl_VertexID % 3] = 1.0; |
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#endif |
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#endif |
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}
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