mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2024-11-14 13:27:41 -07:00
808 lines
20 KiB
C++
808 lines
20 KiB
C++
/*
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Copyright 2016-2024 melonDS team
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This file is part of melonDS.
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melonDS is free software: you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free
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Software Foundation, either version 3 of the License, or (at your option)
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any later version.
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melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with melonDS. If not, see http://www.gnu.org/licenses/.
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*/
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#ifndef GPU3D_OPENGL_SHADERS_H
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#define GPU3D_OPENGL_SHADERS_H
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#define kShaderHeader "#version 140"
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namespace melonDS
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{
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const char* kClearVS = kShaderHeader R"(
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in vec2 vPosition;
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uniform uint uDepth;
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void main()
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{
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float fdepth = (float(uDepth) / 8388608.0) - 1.0;
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gl_Position = vec4(vPosition, fdepth, 1.0);
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}
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)";
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const char* kClearFS = kShaderHeader R"(
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uniform uvec4 uColor;
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uniform uint uOpaquePolyID;
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uniform uint uFogFlag;
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out vec4 oColor;
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out vec4 oAttr;
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void main()
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{
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oColor = vec4(uColor).bgra / 31.0;
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oAttr.r = float(uOpaquePolyID) / 63.0;
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oAttr.g = 0;
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oAttr.b = float(uFogFlag);
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oAttr.a = 1;
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}
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)";
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const char* kFinalPassVS = kShaderHeader R"(
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in vec2 vPosition;
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void main()
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{
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// heh
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gl_Position = vec4(vPosition, 0.0, 1.0);
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}
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)";
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const char* kFinalPassEdgeFS = kShaderHeader R"(
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uniform sampler2D DepthBuffer;
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uniform sampler2D AttrBuffer;
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layout(std140) uniform uConfig
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{
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vec2 uScreenSize;
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int uDispCnt;
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vec4 uToonColors[32];
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vec4 uEdgeColors[8];
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vec4 uFogColor;
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float uFogDensity[34];
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int uFogOffset;
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int uFogShift;
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};
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out vec4 oColor;
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// make up for crapo zbuffer precision
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bool isless(float a, float b)
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{
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return a < b;
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// a < b
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float diff = a - b;
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return diff < (256.0 / 16777216.0);
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}
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bool isgood(vec4 attr, float depth, int refPolyID, float refDepth)
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{
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int polyid = int(attr.r * 63.0);
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if (polyid != refPolyID && isless(refDepth, depth))
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return true;
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return false;
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}
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void main()
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{
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ivec2 coord = ivec2(gl_FragCoord.xy);
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int scale = 1;//int(uScreenSize.x / 256);
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vec4 ret = vec4(0,0,0,0);
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vec4 depth = texelFetch(DepthBuffer, coord, 0);
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vec4 attr = texelFetch(AttrBuffer, coord, 0);
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int polyid = int(attr.r * 63.0);
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if (attr.g != 0)
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{
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vec4 depthU = texelFetch(DepthBuffer, coord + ivec2(0,-scale), 0);
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vec4 attrU = texelFetch(AttrBuffer, coord + ivec2(0,-scale), 0);
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vec4 depthD = texelFetch(DepthBuffer, coord + ivec2(0,scale), 0);
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vec4 attrD = texelFetch(AttrBuffer, coord + ivec2(0,scale), 0);
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vec4 depthL = texelFetch(DepthBuffer, coord + ivec2(-scale,0), 0);
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vec4 attrL = texelFetch(AttrBuffer, coord + ivec2(-scale,0), 0);
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vec4 depthR = texelFetch(DepthBuffer, coord + ivec2(scale,0), 0);
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vec4 attrR = texelFetch(AttrBuffer, coord + ivec2(scale,0), 0);
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if (isgood(attrU, depthU.r, polyid, depth.r) ||
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isgood(attrD, depthD.r, polyid, depth.r) ||
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isgood(attrL, depthL.r, polyid, depth.r) ||
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isgood(attrR, depthR.r, polyid, depth.r))
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{
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// mark this pixel!
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ret.rgb = uEdgeColors[polyid >> 3].bgr;
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// this isn't quite accurate, but it will have to do
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if ((uDispCnt & (1<<4)) != 0)
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ret.a = 0.5;
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else
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ret.a = 1;
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}
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}
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oColor = ret;
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}
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)";
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const char* kFinalPassFogFS = kShaderHeader R"(
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uniform sampler2D DepthBuffer;
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uniform sampler2D AttrBuffer;
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layout(std140) uniform uConfig
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{
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vec2 uScreenSize;
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int uDispCnt;
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vec4 uToonColors[32];
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vec4 uEdgeColors[8];
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vec4 uFogColor;
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float uFogDensity[34];
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int uFogOffset;
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int uFogShift;
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};
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out vec4 oColor;
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vec4 CalculateFog(float depth)
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{
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int idepth = int(depth * 16777216.0);
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int densityid, densityfrac;
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if (idepth < uFogOffset)
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{
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densityid = 0;
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densityfrac = 0;
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}
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else
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{
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uint udepth = uint(idepth);
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udepth -= uint(uFogOffset);
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udepth = (udepth >> 2) << uint(uFogShift);
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densityid = int(udepth >> 17);
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if (densityid >= 32)
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{
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densityid = 32;
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densityfrac = 0;
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}
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else
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densityfrac = int(udepth & uint(0x1FFFF));
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}
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float density = mix(uFogDensity[densityid], uFogDensity[densityid+1], float(densityfrac)/131072.0);
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return vec4(density, density, density, density);
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}
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void main()
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{
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ivec2 coord = ivec2(gl_FragCoord.xy);
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vec4 ret = vec4(0,0,0,0);
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vec4 depth = texelFetch(DepthBuffer, coord, 0);
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vec4 attr = texelFetch(AttrBuffer, coord, 0);
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if (attr.b != 0) ret = CalculateFog(depth.r);
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oColor = ret;
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}
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)";
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const char* kRenderVSCommon = R"(
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layout(std140) uniform uConfig
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{
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vec2 uScreenSize;
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int uDispCnt;
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vec4 uToonColors[32];
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vec4 uEdgeColors[8];
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vec4 uFogColor;
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float uFogDensity[34];
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int uFogOffset;
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int uFogShift;
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};
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in uvec4 vPosition;
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in uvec4 vColor;
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in ivec2 vTexcoord;
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in ivec3 vPolygonAttr;
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smooth out vec4 fColor;
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smooth out vec2 fTexcoord;
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flat out ivec3 fPolygonAttr;
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)";
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const char* kRenderFSCommon = R"(
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uniform usampler2D TexMem;
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uniform sampler2D TexPalMem;
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layout(std140) uniform uConfig
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{
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vec2 uScreenSize;
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int uDispCnt;
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vec4 uToonColors[32];
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vec4 uEdgeColors[8];
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vec4 uFogColor;
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float uFogDensity[34];
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int uFogOffset;
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int uFogShift;
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};
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smooth in vec4 fColor;
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smooth in vec2 fTexcoord;
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flat in ivec3 fPolygonAttr;
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out vec4 oColor;
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out vec4 oAttr;
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int TexcoordWrap(int c, int maxc, int mode)
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{
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if ((mode & (1<<0)) != 0)
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{
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if ((mode & (1<<2)) != 0 && (c & maxc) != 0)
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return (maxc-1) - (c & (maxc-1));
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else
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return (c & (maxc-1));
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}
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else
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return clamp(c, 0, maxc-1);
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}
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vec4 TextureFetch_A3I5(ivec2 addr, ivec4 st, int wrapmode)
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{
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st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
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st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
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addr.x += ((st.y * st.z) + st.x);
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ivec4 pixel = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
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pixel.a = (pixel.r & 0xE0);
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pixel.a = (pixel.a >> 3) + (pixel.a >> 6);
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pixel.r &= 0x1F;
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addr.y = (addr.y << 3) + pixel.r;
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vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4(color.rgb, float(pixel.a)/31.0);
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}
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vec4 TextureFetch_I2(ivec2 addr, ivec4 st, int wrapmode, float alpha0)
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{
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st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
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st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
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addr.x += ((st.y * st.z) + st.x) >> 2;
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ivec4 pixel = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
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pixel.r >>= (2 * (st.x & 3));
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pixel.r &= 0x03;
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addr.y = (addr.y << 2) + pixel.r;
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vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4(color.rgb, (pixel.r>0)?1:alpha0);
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}
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vec4 TextureFetch_I4(ivec2 addr, ivec4 st, int wrapmode, float alpha0)
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{
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st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
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st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
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addr.x += ((st.y * st.z) + st.x) >> 1;
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ivec4 pixel = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
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if ((st.x & 1) != 0) pixel.r >>= 4;
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else pixel.r &= 0x0F;
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addr.y = (addr.y << 3) + pixel.r;
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vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4(color.rgb, (pixel.r>0)?1:alpha0);
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}
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vec4 TextureFetch_I8(ivec2 addr, ivec4 st, int wrapmode, float alpha0)
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{
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st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
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st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
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addr.x += ((st.y * st.z) + st.x);
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ivec4 pixel = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
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addr.y = (addr.y << 3) + pixel.r;
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vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4(color.rgb, (pixel.r>0)?1:alpha0);
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}
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vec4 TextureFetch_Compressed(ivec2 addr, ivec4 st, int wrapmode)
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{
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st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
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st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
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addr.x += ((st.y & 0x3FC) * (st.z>>2)) + (st.x & 0x3FC) + (st.y & 0x3);
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ivec4 p = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
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int val = (p.r >> (2 * (st.x & 0x3))) & 0x3;
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int slot1addr = 0x20000 + ((addr.x & 0x1FFFC) >> 1);
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if (addr.x >= 0x40000) slot1addr += 0x10000;
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int palinfo;
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p = ivec4(texelFetch(TexMem, ivec2(slot1addr&0x3FF, slot1addr>>10), 0));
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palinfo = p.r;
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slot1addr++;
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p = ivec4(texelFetch(TexMem, ivec2(slot1addr&0x3FF, slot1addr>>10), 0));
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palinfo |= (p.r << 8);
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addr.y = (addr.y << 3) + ((palinfo & 0x3FFF) << 1);
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palinfo >>= 14;
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if (val == 0)
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{
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vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4(color.rgb, 1.0);
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}
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else if (val == 1)
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{
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addr.y++;
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vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4(color.rgb, 1.0);
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}
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else if (val == 2)
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{
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if (palinfo == 1)
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{
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vec4 color0 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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addr.y++;
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vec4 color1 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4((color0.rgb + color1.rgb) / 2.0, 1.0);
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}
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else if (palinfo == 3)
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{
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vec4 color0 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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addr.y++;
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vec4 color1 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4((color0.rgb*5.0 + color1.rgb*3.0) / 8.0, 1.0);
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}
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else
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{
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addr.y += 2;
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vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4(color.rgb, 1.0);
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}
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}
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else
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{
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if (palinfo == 2)
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{
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addr.y += 3;
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vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4(color.rgb, 1.0);
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}
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else if (palinfo == 3)
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{
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vec4 color0 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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addr.y++;
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vec4 color1 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4((color0.rgb*3.0 + color1.rgb*5.0) / 8.0, 1.0);
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}
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else
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{
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return vec4(0.0);
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}
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}
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}
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vec4 TextureFetch_A5I3(ivec2 addr, ivec4 st, int wrapmode)
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{
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st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
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st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
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addr.x += ((st.y * st.z) + st.x);
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ivec4 pixel = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
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pixel.a = (pixel.r & 0xF8) >> 3;
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pixel.r &= 0x07;
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addr.y = (addr.y << 3) + pixel.r;
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vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4(color.rgb, float(pixel.a)/31.0);
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}
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vec4 TextureFetch_Direct(ivec2 addr, ivec4 st, int wrapmode)
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{
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st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
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st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
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addr.x += ((st.y * st.z) + st.x) << 1;
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ivec4 pixelL = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
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addr.x++;
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ivec4 pixelH = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
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vec4 color;
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color.r = float(pixelL.r & 0x1F) / 31.0;
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color.g = float((pixelL.r >> 5) | ((pixelH.r & 0x03) << 3)) / 31.0;
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color.b = float((pixelH.r & 0x7C) >> 2) / 31.0;
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color.a = float(pixelH.r >> 7);
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return color;
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}
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vec4 TextureLookup_Nearest(vec2 st)
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{
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int attr = int(fPolygonAttr.y);
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int paladdr = int(fPolygonAttr.z);
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float alpha0;
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if ((attr & (1<<29)) != 0) alpha0 = 0.0;
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else alpha0 = 1.0;
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int tw = 8 << ((attr >> 20) & 0x7);
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int th = 8 << ((attr >> 23) & 0x7);
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ivec4 st_full = ivec4(ivec2(st), tw, th);
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ivec2 vramaddr = ivec2((attr & 0xFFFF) << 3, paladdr);
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int wrapmode = (attr >> 16);
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int type = (attr >> 26) & 0x7;
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if (type == 5) return TextureFetch_Compressed(vramaddr, st_full, wrapmode);
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else if (type == 2) return TextureFetch_I2 (vramaddr, st_full, wrapmode, alpha0);
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else if (type == 3) return TextureFetch_I4 (vramaddr, st_full, wrapmode, alpha0);
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else if (type == 4) return TextureFetch_I8 (vramaddr, st_full, wrapmode, alpha0);
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else if (type == 1) return TextureFetch_A3I5 (vramaddr, st_full, wrapmode);
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|
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.r = float((fPolygonAttr.x >> 24) & 0x3F) / 63.0;
|
|
oAttr.g = 0;
|
|
oAttr.b = float((fPolygonAttr.x >> 15) & 0x1);
|
|
oAttr.a = 1;
|
|
}
|
|
)";
|
|
|
|
const char* kRenderFS_WO = R"(
|
|
|
|
smooth in float fZ;
|
|
|
|
void main()
|
|
{
|
|
vec4 col = FinalColor();
|
|
if (col.a < 30.5/31) discard;
|
|
|
|
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()
|
|
{
|
|
vec4 col = FinalColor();
|
|
if (col.a < 0.5/31) discard;
|
|
if (col.a >= 30.5/31) discard;
|
|
|
|
oColor = col;
|
|
oAttr.b = 0;
|
|
oAttr.a = 1;
|
|
}
|
|
)";
|
|
|
|
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.b = 0;
|
|
oAttr.a = 1;
|
|
gl_FragDepth = fZ;
|
|
}
|
|
)";
|
|
|
|
const char* kRenderFS_ZSM = R"(
|
|
|
|
void main()
|
|
{
|
|
oColor = vec4(0,0,0,1);
|
|
}
|
|
)";
|
|
|
|
const char* kRenderFS_WSM = R"(
|
|
|
|
smooth in float fZ;
|
|
|
|
void main()
|
|
{
|
|
oColor = vec4(0,0,0,1);
|
|
gl_FragDepth = fZ;
|
|
}
|
|
)";
|
|
}
|
|
#endif // GPU3D_OPENGL_SHADERS_H
|