miserable, feeble little attempt at edge marking

This commit is contained in:
Arisotura
2019-06-09 19:32:02 +02:00
parent 434a3007e2
commit 086354a420
2 changed files with 215 additions and 37 deletions

View File

@ -67,7 +67,77 @@ void main()
}
)";
const char* kFinalPassFS = kShaderHeader R"(
const char* kFinalPassEdgeFS = kShaderHeader R"(
uniform sampler2D DepthBuffer;
uniform sampler2D AttrBuffer;
layout(std140) uniform uConfig
{
vec2 uScreenSize;
int uDispCnt;
vec4 uToonColors[32];
vec4 uEdgeColors[8];
vec4 uFogColor;
float uFogDensity[34];
int uFogOffset;
int uFogShift;
};
out vec4 oColor;
// make up for crapo zbuffer precision
bool isless(float a, float b)
{return true;
// a < b
float diff = a - b;
return diff < (256.0 / 16777216.0);
}
void main()
{
ivec2 coord = ivec2(gl_FragCoord.xy);
int scale = int(uScreenSize.x / 256);
vec4 ret = vec4(0,0,0,0);
vec4 depth = texelFetch(DepthBuffer, coord, 0);
vec4 attr = texelFetch(AttrBuffer, coord, 0);
int polyid = int(attr.r * 63.0);
if (attr.g != 0)
{
vec4 depthU = texelFetch(DepthBuffer, coord + ivec2(0,-scale), 0);
vec4 attrU = texelFetch(AttrBuffer, coord + ivec2(0,-scale), 0);
vec4 depthD = texelFetch(DepthBuffer, coord + ivec2(0,scale), 0);
vec4 attrD = texelFetch(AttrBuffer, coord + ivec2(0,scale), 0);
vec4 depthL = texelFetch(DepthBuffer, coord + ivec2(-scale,0), 0);
vec4 attrL = texelFetch(AttrBuffer, coord + ivec2(-scale,0), 0);
vec4 depthR = texelFetch(DepthBuffer, coord + ivec2(scale,0), 0);
vec4 attrR = texelFetch(AttrBuffer, coord + ivec2(scale,0), 0);
if ((polyid != int(attrU.r * 63.0) && isless(depth.r, depthU.r)) ||
(polyid != int(attrD.r * 63.0) && isless(depth.r, depthD.r)) ||
(polyid != int(attrL.r * 63.0) && isless(depth.r, depthL.r)) ||
(polyid != int(attrR.r * 63.0) && isless(depth.r, depthR.r)))
{
// mark this pixel!
ret.rgb = uEdgeColors[polyid >> 3].bgr;
// this isn't quite accurate, but it will have to do
if ((uDispCnt & (1<<4)) != 0)
ret.a = 0.5;
else
ret.a = 1;
}
}
oColor = ret;
}
)";
const char* kFinalPassFogFS = kShaderHeader R"(
uniform sampler2D DepthBuffer;
uniform sampler2D AttrBuffer;
@ -620,6 +690,7 @@ void main()
oColor = col;
oAttr.r = float((fPolygonAttr.x >> 24) & 0x3F) / 63.0;
oAttr.g = 0;
oAttr.b = float((fPolygonAttr.x >> 15) & 0x1);
oAttr.a = 1;
}
@ -636,12 +707,40 @@ void main()
oColor = col;
oAttr.r = float((fPolygonAttr.x >> 24) & 0x3F) / 63.0;
oAttr.g = 0;
oAttr.b = float((fPolygonAttr.x >> 15) & 0x1);
oAttr.a = 1;
gl_FragDepth = fZ;
}
)";
const char* kRenderFS_ZE = R"(
void main()
{
vec4 col = FinalColor();
if (col.a < 30.5/31) discard;
oAttr.g = 1;
oAttr.a = 1;
}
)";
const char* kRenderFS_WE = R"(
smooth in float fZ;
void main()
{
vec4 col = FinalColor();
if (col.a < 30.5/31) discard;
oAttr.g = 1;
oAttr.a = 1;
gl_FragDepth = fZ;
}
)";
const char* kRenderFS_ZT = R"(
void main()