mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2025-07-23 14:19:55 -06:00
remove reference to GL version 4.3 from filenames and namespaces
This commit is contained in:
602
src/GPU3D_OpenGL_shaders.h
Normal file
602
src/GPU3D_OpenGL_shaders.h
Normal file
@ -0,0 +1,602 @@
|
||||
/*
|
||||
Copyright 2016-2019 Arisotura
|
||||
|
||||
This file is part of melonDS.
|
||||
|
||||
melonDS is free software: you can redistribute it and/or modify it under
|
||||
the terms of the GNU General Public License as published by the Free
|
||||
Software Foundation, either version 3 of the License, or (at your option)
|
||||
any later version.
|
||||
|
||||
melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
|
||||
FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License along
|
||||
with melonDS. If not, see http://www.gnu.org/licenses/.
|
||||
*/
|
||||
|
||||
#ifndef GPU3D_OPENGL_SHADERS_H
|
||||
#define GPU3D_OPENGL_SHADERS_H
|
||||
|
||||
#define kShaderHeader "#version 140"
|
||||
|
||||
|
||||
const char* kClearVS = kShaderHeader R"(
|
||||
|
||||
in vec2 vPosition;
|
||||
|
||||
uniform uint uDepth;
|
||||
|
||||
void main()
|
||||
{
|
||||
float fdepth = (float(uDepth) / 8388608.0) - 1.0;
|
||||
gl_Position = vec4(vPosition, fdepth, 1.0);
|
||||
}
|
||||
)";
|
||||
|
||||
const char* kClearFS = kShaderHeader R"(
|
||||
|
||||
uniform uvec4 uColor;
|
||||
uniform uint uOpaquePolyID;
|
||||
uniform uint uFogFlag;
|
||||
|
||||
out vec4 oColor;
|
||||
out uvec3 oAttr;
|
||||
|
||||
void main()
|
||||
{
|
||||
oColor = vec4(uColor).bgra / 31.0;
|
||||
oAttr.r = uint(0);
|
||||
oAttr.g = uOpaquePolyID;
|
||||
oAttr.b = uint(0);
|
||||
}
|
||||
)";
|
||||
|
||||
|
||||
const char* kRenderVSCommon = R"(
|
||||
|
||||
layout(std140) uniform uConfig
|
||||
{
|
||||
vec2 uScreenSize;
|
||||
int uDispCnt;
|
||||
vec4 uToonColors[32];
|
||||
};
|
||||
|
||||
in uvec4 vPosition;
|
||||
in uvec4 vColor;
|
||||
in ivec2 vTexcoord;
|
||||
in ivec3 vPolygonAttr;
|
||||
|
||||
smooth out vec4 fColor;
|
||||
smooth out vec2 fTexcoord;
|
||||
flat out ivec3 fPolygonAttr;
|
||||
)";
|
||||
|
||||
const char* kRenderFSCommon = R"(
|
||||
|
||||
uniform usampler2D TexMem;
|
||||
uniform sampler2D TexPalMem;
|
||||
|
||||
layout(std140) uniform uConfig
|
||||
{
|
||||
vec2 uScreenSize;
|
||||
int uDispCnt;
|
||||
vec4 uToonColors[32];
|
||||
};
|
||||
|
||||
smooth in vec4 fColor;
|
||||
smooth in vec2 fTexcoord;
|
||||
flat in ivec3 fPolygonAttr;
|
||||
|
||||
out vec4 oColor;
|
||||
out uvec3 oAttr;
|
||||
|
||||
int TexcoordWrap(int c, int maxc, int mode)
|
||||
{
|
||||
if ((mode & (1<<0)) != 0)
|
||||
{
|
||||
if ((mode & (1<<2)) != 0 && (c & maxc) != 0)
|
||||
return (maxc-1) - (c & (maxc-1));
|
||||
else
|
||||
return (c & (maxc-1));
|
||||
}
|
||||
else
|
||||
return clamp(c, 0, maxc-1);
|
||||
}
|
||||
|
||||
vec4 TextureFetch_A3I5(ivec2 addr, ivec4 st, int wrapmode)
|
||||
{
|
||||
st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
|
||||
st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
|
||||
|
||||
addr.x += ((st.y * st.z) + st.x);
|
||||
ivec4 pixel = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
|
||||
|
||||
pixel.a = (pixel.r & 0xE0);
|
||||
pixel.a = (pixel.a >> 3) + (pixel.a >> 6);
|
||||
pixel.r &= 0x1F;
|
||||
|
||||
addr.y = (addr.y << 3) + pixel.r;
|
||||
vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
|
||||
|
||||
return vec4(color.rgb, float(pixel.a)/31.0);
|
||||
}
|
||||
|
||||
vec4 TextureFetch_I2(ivec2 addr, ivec4 st, int wrapmode, float alpha0)
|
||||
{
|
||||
st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
|
||||
st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
|
||||
|
||||
addr.x += ((st.y * st.z) + st.x) >> 2;
|
||||
ivec4 pixel = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
|
||||
pixel.r >>= (2 * (st.x & 3));
|
||||
pixel.r &= 0x03;
|
||||
|
||||
addr.y = (addr.y << 2) + pixel.r;
|
||||
vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
|
||||
|
||||
return vec4(color.rgb, (pixel.r>0)?1:alpha0);
|
||||
}
|
||||
|
||||
vec4 TextureFetch_I4(ivec2 addr, ivec4 st, int wrapmode, float alpha0)
|
||||
{
|
||||
st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
|
||||
st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
|
||||
|
||||
addr.x += ((st.y * st.z) + st.x) >> 1;
|
||||
ivec4 pixel = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
|
||||
if ((st.x & 1) != 0) pixel.r >>= 4;
|
||||
else pixel.r &= 0x0F;
|
||||
|
||||
addr.y = (addr.y << 3) + pixel.r;
|
||||
vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
|
||||
|
||||
return vec4(color.rgb, (pixel.r>0)?1:alpha0);
|
||||
}
|
||||
|
||||
vec4 TextureFetch_I8(ivec2 addr, ivec4 st, int wrapmode, float alpha0)
|
||||
{
|
||||
st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
|
||||
st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
|
||||
|
||||
addr.x += ((st.y * st.z) + st.x);
|
||||
ivec4 pixel = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
|
||||
|
||||
addr.y = (addr.y << 3) + pixel.r;
|
||||
vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
|
||||
|
||||
return vec4(color.rgb, (pixel.r>0)?1:alpha0);
|
||||
}
|
||||
|
||||
vec4 TextureFetch_Compressed(ivec2 addr, ivec4 st, int wrapmode)
|
||||
{
|
||||
st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
|
||||
st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
|
||||
|
||||
addr.x += ((st.y & 0x3FC) * (st.z>>2)) + (st.x & 0x3FC) + (st.y & 0x3);
|
||||
ivec4 p = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
|
||||
int val = (p.r >> (2 * (st.x & 0x3))) & 0x3;
|
||||
|
||||
int slot1addr = 0x20000 + ((addr.x & 0x1FFFC) >> 1);
|
||||
if (addr.x >= 0x40000) slot1addr += 0x10000;
|
||||
|
||||
int palinfo;
|
||||
p = ivec4(texelFetch(TexMem, ivec2(slot1addr&0x3FF, slot1addr>>10), 0));
|
||||
palinfo = p.r;
|
||||
slot1addr++;
|
||||
p = ivec4(texelFetch(TexMem, ivec2(slot1addr&0x3FF, slot1addr>>10), 0));
|
||||
palinfo |= (p.r << 8);
|
||||
|
||||
addr.y = (addr.y << 3) + ((palinfo & 0x3FFF) << 1);
|
||||
palinfo >>= 14;
|
||||
|
||||
if (val == 0)
|
||||
{
|
||||
vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
|
||||
return vec4(color.rgb, 1.0);
|
||||
}
|
||||
else if (val == 1)
|
||||
{
|
||||
addr.y++;
|
||||
vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
|
||||
return vec4(color.rgb, 1.0);
|
||||
}
|
||||
else if (val == 2)
|
||||
{
|
||||
if (palinfo == 1)
|
||||
{
|
||||
vec4 color0 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
|
||||
addr.y++;
|
||||
vec4 color1 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
|
||||
return vec4((color0.rgb + color1.rgb) / 2.0, 1.0);
|
||||
}
|
||||
else if (palinfo == 3)
|
||||
{
|
||||
vec4 color0 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
|
||||
addr.y++;
|
||||
vec4 color1 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
|
||||
return vec4((color0.rgb*5.0 + color1.rgb*3.0) / 8.0, 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
addr.y += 2;
|
||||
vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
|
||||
return vec4(color.rgb, 1.0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (palinfo == 2)
|
||||
{
|
||||
addr.y += 3;
|
||||
vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
|
||||
return vec4(color.rgb, 1.0);
|
||||
}
|
||||
else if (palinfo == 3)
|
||||
{
|
||||
vec4 color0 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
|
||||
addr.y++;
|
||||
vec4 color1 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
|
||||
return vec4((color0.rgb*3.0 + color1.rgb*5.0) / 8.0, 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
return vec4(0.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
vec4 TextureFetch_A5I3(ivec2 addr, ivec4 st, int wrapmode)
|
||||
{
|
||||
st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
|
||||
st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
|
||||
|
||||
addr.x += ((st.y * st.z) + st.x);
|
||||
ivec4 pixel = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
|
||||
|
||||
pixel.a = (pixel.r & 0xF8) >> 3;
|
||||
pixel.r &= 0x07;
|
||||
|
||||
addr.y = (addr.y << 3) + pixel.r;
|
||||
vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
|
||||
|
||||
return vec4(color.rgb, float(pixel.a)/31.0);
|
||||
}
|
||||
|
||||
vec4 TextureFetch_Direct(ivec2 addr, ivec4 st, int wrapmode)
|
||||
{
|
||||
st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
|
||||
st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
|
||||
|
||||
addr.x += ((st.y * st.z) + st.x) << 1;
|
||||
ivec4 pixelL = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
|
||||
addr.x++;
|
||||
ivec4 pixelH = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
|
||||
|
||||
vec4 color;
|
||||
color.r = float(pixelL.r & 0x1F) / 31.0;
|
||||
color.g = float((pixelL.r >> 5) | ((pixelH.r & 0x03) << 3)) / 31.0;
|
||||
color.b = float((pixelH.r & 0x7C) >> 2) / 31.0;
|
||||
color.a = float(pixelH.r >> 7);
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
vec4 TextureLookup_Nearest(vec2 st)
|
||||
{
|
||||
int attr = int(fPolygonAttr.y);
|
||||
int paladdr = int(fPolygonAttr.z);
|
||||
|
||||
float alpha0;
|
||||
if ((attr & (1<<29)) != 0) alpha0 = 0.0;
|
||||
else alpha0 = 1.0;
|
||||
|
||||
int tw = 8 << ((attr >> 20) & 0x7);
|
||||
int th = 8 << ((attr >> 23) & 0x7);
|
||||
ivec4 st_full = ivec4(ivec2(st), tw, th);
|
||||
|
||||
ivec2 vramaddr = ivec2((attr & 0xFFFF) << 3, paladdr);
|
||||
int wrapmode = (attr >> 16);
|
||||
|
||||
int type = (attr >> 26) & 0x7;
|
||||
if (type == 5) return TextureFetch_Compressed(vramaddr, st_full, wrapmode);
|
||||
else if (type == 2) return TextureFetch_I2 (vramaddr, st_full, wrapmode, alpha0);
|
||||
else if (type == 3) return TextureFetch_I4 (vramaddr, st_full, wrapmode, alpha0);
|
||||
else if (type == 4) return TextureFetch_I8 (vramaddr, st_full, wrapmode, alpha0);
|
||||
else if (type == 1) return TextureFetch_A3I5 (vramaddr, st_full, wrapmode);
|
||||
else if (type == 6) return TextureFetch_A5I3 (vramaddr, st_full, wrapmode);
|
||||
else return TextureFetch_Direct (vramaddr, st_full, wrapmode);
|
||||
}
|
||||
|
||||
vec4 TextureLookup_Linear(vec2 texcoord)
|
||||
{
|
||||
ivec2 intpart = ivec2(texcoord);
|
||||
vec2 fracpart = fract(texcoord);
|
||||
|
||||
int attr = int(fPolygonAttr.y);
|
||||
int paladdr = int(fPolygonAttr.z);
|
||||
|
||||
float alpha0;
|
||||
if ((attr & (1<<29)) != 0) alpha0 = 0.0;
|
||||
else alpha0 = 1.0;
|
||||
|
||||
int tw = 8 << ((attr >> 20) & 0x7);
|
||||
int th = 8 << ((attr >> 23) & 0x7);
|
||||
ivec4 st_full = ivec4(intpart, tw, th);
|
||||
|
||||
ivec2 vramaddr = ivec2((attr & 0xFFFF) << 3, paladdr);
|
||||
int wrapmode = (attr >> 16);
|
||||
|
||||
vec4 A, B, C, D;
|
||||
int type = (attr >> 26) & 0x7;
|
||||
if (type == 5)
|
||||
{
|
||||
A = TextureFetch_Compressed(vramaddr, st_full , wrapmode);
|
||||
B = TextureFetch_Compressed(vramaddr, st_full + ivec4(1,0,0,0), wrapmode);
|
||||
C = TextureFetch_Compressed(vramaddr, st_full + ivec4(0,1,0,0), wrapmode);
|
||||
D = TextureFetch_Compressed(vramaddr, st_full + ivec4(1,1,0,0), wrapmode);
|
||||
}
|
||||
else if (type == 2)
|
||||
{
|
||||
A = TextureFetch_I2(vramaddr, st_full , wrapmode, alpha0);
|
||||
B = TextureFetch_I2(vramaddr, st_full + ivec4(1,0,0,0), wrapmode, alpha0);
|
||||
C = TextureFetch_I2(vramaddr, st_full + ivec4(0,1,0,0), wrapmode, alpha0);
|
||||
D = TextureFetch_I2(vramaddr, st_full + ivec4(1,1,0,0), wrapmode, alpha0);
|
||||
}
|
||||
else if (type == 3)
|
||||
{
|
||||
A = TextureFetch_I4(vramaddr, st_full , wrapmode, alpha0);
|
||||
B = TextureFetch_I4(vramaddr, st_full + ivec4(1,0,0,0), wrapmode, alpha0);
|
||||
C = TextureFetch_I4(vramaddr, st_full + ivec4(0,1,0,0), wrapmode, alpha0);
|
||||
D = TextureFetch_I4(vramaddr, st_full + ivec4(1,1,0,0), wrapmode, alpha0);
|
||||
}
|
||||
else if (type == 4)
|
||||
{
|
||||
A = TextureFetch_I8(vramaddr, st_full , wrapmode, alpha0);
|
||||
B = TextureFetch_I8(vramaddr, st_full + ivec4(1,0,0,0), wrapmode, alpha0);
|
||||
C = TextureFetch_I8(vramaddr, st_full + ivec4(0,1,0,0), wrapmode, alpha0);
|
||||
D = TextureFetch_I8(vramaddr, st_full + ivec4(1,1,0,0), wrapmode, alpha0);
|
||||
}
|
||||
else if (type == 1)
|
||||
{
|
||||
A = TextureFetch_A3I5(vramaddr, st_full , wrapmode);
|
||||
B = TextureFetch_A3I5(vramaddr, st_full + ivec4(1,0,0,0), wrapmode);
|
||||
C = TextureFetch_A3I5(vramaddr, st_full + ivec4(0,1,0,0), wrapmode);
|
||||
D = TextureFetch_A3I5(vramaddr, st_full + ivec4(1,1,0,0), wrapmode);
|
||||
}
|
||||
else if (type == 6)
|
||||
{
|
||||
A = TextureFetch_A5I3(vramaddr, st_full , wrapmode);
|
||||
B = TextureFetch_A5I3(vramaddr, st_full + ivec4(1,0,0,0), wrapmode);
|
||||
C = TextureFetch_A5I3(vramaddr, st_full + ivec4(0,1,0,0), wrapmode);
|
||||
D = TextureFetch_A5I3(vramaddr, st_full + ivec4(1,1,0,0), wrapmode);
|
||||
}
|
||||
else
|
||||
{
|
||||
A = TextureFetch_Direct(vramaddr, st_full , wrapmode);
|
||||
B = TextureFetch_Direct(vramaddr, st_full + ivec4(1,0,0,0), wrapmode);
|
||||
C = TextureFetch_Direct(vramaddr, st_full + ivec4(0,1,0,0), wrapmode);
|
||||
D = TextureFetch_Direct(vramaddr, st_full + ivec4(1,1,0,0), wrapmode);
|
||||
}
|
||||
|
||||
float fx = fracpart.x;
|
||||
vec4 AB;
|
||||
if (A.a < (0.5/31.0) && B.a < (0.5/31.0))
|
||||
AB = vec4(0);
|
||||
else
|
||||
{
|
||||
//if (A.a < (0.5/31.0) || B.a < (0.5/31.0))
|
||||
// fx = step(0.5, fx);
|
||||
|
||||
AB = mix(A, B, fx);
|
||||
}
|
||||
|
||||
fx = fracpart.x;
|
||||
vec4 CD;
|
||||
if (C.a < (0.5/31.0) && D.a < (0.5/31.0))
|
||||
CD = vec4(0);
|
||||
else
|
||||
{
|
||||
//if (C.a < (0.5/31.0) || D.a < (0.5/31.0))
|
||||
// fx = step(0.5, fx);
|
||||
|
||||
CD = mix(C, D, fx);
|
||||
}
|
||||
|
||||
fx = fracpart.y;
|
||||
vec4 ret;
|
||||
if (AB.a < (0.5/31.0) && CD.a < (0.5/31.0))
|
||||
ret = vec4(0);
|
||||
else
|
||||
{
|
||||
//if (AB.a < (0.5/31.0) || CD.a < (0.5/31.0))
|
||||
// fx = step(0.5, fx);
|
||||
|
||||
ret = mix(AB, CD, fx);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
vec4 FinalColor()
|
||||
{
|
||||
vec4 col;
|
||||
vec4 vcol = fColor;
|
||||
int blendmode = (fPolygonAttr.x >> 4) & 0x3;
|
||||
|
||||
if (blendmode == 2)
|
||||
{
|
||||
if ((uDispCnt & (1<<1)) == 0)
|
||||
{
|
||||
// toon
|
||||
vec3 tooncolor = uToonColors[int(vcol.r * 31)].rgb;
|
||||
vcol.rgb = tooncolor;
|
||||
}
|
||||
else
|
||||
{
|
||||
// highlight
|
||||
vcol.rgb = vcol.rrr;
|
||||
}
|
||||
}
|
||||
|
||||
if ((((fPolygonAttr.y >> 26) & 0x7) == 0) || ((uDispCnt & (1<<0)) == 0))
|
||||
{
|
||||
// no texture
|
||||
col = vcol;
|
||||
}
|
||||
else
|
||||
{
|
||||
vec4 tcol = TextureLookup_Nearest(fTexcoord);
|
||||
//vec4 tcol = TextureLookup_Linear(fTexcoord);
|
||||
|
||||
if ((blendmode & 1) != 0)
|
||||
{
|
||||
// decal
|
||||
col.rgb = (tcol.rgb * tcol.a) + (vcol.rgb * (1.0-tcol.a));
|
||||
col.a = vcol.a;
|
||||
}
|
||||
else
|
||||
{
|
||||
// modulate
|
||||
col = vcol * tcol;
|
||||
}
|
||||
}
|
||||
|
||||
if (blendmode == 2)
|
||||
{
|
||||
if ((uDispCnt & (1<<1)) != 0)
|
||||
{
|
||||
vec3 tooncolor = uToonColors[int(vcol.r * 31)].rgb;
|
||||
col.rgb = min(col.rgb + tooncolor, 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
return col.bgra;
|
||||
}
|
||||
)";
|
||||
|
||||
|
||||
const char* kRenderVS_Z = R"(
|
||||
|
||||
void main()
|
||||
{
|
||||
int attr = vPolygonAttr.x;
|
||||
int zshift = (attr >> 16) & 0x1F;
|
||||
|
||||
vec4 fpos;
|
||||
fpos.xy = ((vec2(vPosition.xy) * 2.0) / uScreenSize) - 1.0;
|
||||
fpos.z = (float(vPosition.z << zshift) / 8388608.0) - 1.0;
|
||||
fpos.w = float(vPosition.w) / 65536.0f;
|
||||
fpos.xyz *= fpos.w;
|
||||
|
||||
fColor = vec4(vColor) / vec4(255.0,255.0,255.0,31.0);
|
||||
fTexcoord = vec2(vTexcoord) / 16.0;
|
||||
fPolygonAttr = vPolygonAttr;
|
||||
|
||||
gl_Position = fpos;
|
||||
}
|
||||
)";
|
||||
|
||||
const char* kRenderVS_W = R"(
|
||||
|
||||
smooth out float fZ;
|
||||
|
||||
void main()
|
||||
{
|
||||
int attr = vPolygonAttr.x;
|
||||
int zshift = (attr >> 16) & 0x1F;
|
||||
|
||||
vec4 fpos;
|
||||
fpos.xy = ((vec2(vPosition.xy) * 2.0) / uScreenSize) - 1.0;
|
||||
fZ = float(vPosition.z << zshift) / 16777216.0;
|
||||
fpos.w = float(vPosition.w) / 65536.0f;
|
||||
fpos.xy *= fpos.w;
|
||||
|
||||
fColor = vec4(vColor) / vec4(255.0,255.0,255.0,31.0);
|
||||
fTexcoord = vec2(vTexcoord) / 16.0;
|
||||
fPolygonAttr = vPolygonAttr;
|
||||
|
||||
gl_Position = fpos;
|
||||
}
|
||||
)";
|
||||
|
||||
|
||||
const char* kRenderFS_ZO = R"(
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 col = FinalColor();
|
||||
if (col.a < 30.5/31) discard;
|
||||
|
||||
oColor = col;
|
||||
oAttr.g = uint((fPolygonAttr.x >> 24) & 0x3F);
|
||||
}
|
||||
)";
|
||||
|
||||
const char* kRenderFS_WO = R"(
|
||||
|
||||
smooth in float fZ;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 col = FinalColor();
|
||||
if (col.a < 30.5/31) discard;
|
||||
|
||||
oColor = col;
|
||||
oAttr.g = uint((fPolygonAttr.x >> 24) & 0x3F);
|
||||
gl_FragDepth = fZ;
|
||||
}
|
||||
)";
|
||||
|
||||
const char* kRenderFS_ZT = R"(
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 col = FinalColor();
|
||||
if (col.a < 0.5/31) discard;
|
||||
if (col.a >= 30.5/31) discard;
|
||||
|
||||
oColor = col;
|
||||
oAttr.g = uint(0xFF);
|
||||
}
|
||||
)";
|
||||
|
||||
const char* kRenderFS_WT = R"(
|
||||
|
||||
smooth in float fZ;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 col = FinalColor();
|
||||
if (col.a < 0.5/31) discard;
|
||||
if (col.a >= 30.5/31) discard;
|
||||
|
||||
oColor = col;
|
||||
oAttr.g = uint(0xFF);
|
||||
gl_FragDepth = fZ;
|
||||
}
|
||||
)";
|
||||
|
||||
const char* kRenderFS_ZSM = R"(
|
||||
|
||||
void main()
|
||||
{
|
||||
oColor = vec4(0,0,0,1);
|
||||
oAttr.g = uint(0xFF);
|
||||
}
|
||||
)";
|
||||
|
||||
const char* kRenderFS_WSM = R"(
|
||||
|
||||
smooth in float fZ;
|
||||
|
||||
void main()
|
||||
{
|
||||
oColor = vec4(0,0,0,1);
|
||||
oAttr.g = uint(0xFF);
|
||||
gl_FragDepth = fZ;
|
||||
}
|
||||
)";
|
||||
|
||||
#endif // GPU3D_OPENGL_SHADERS_H
|
Reference in New Issue
Block a user