filename | src/pvr2/shaders.glsl |
changeset | 1252:2fb29172ee79 |
prev | 1250:204dae47ab7a |
author | nkeynes |
date | Tue Mar 20 08:29:38 2012 +1000 (12 years ago) |
permissions | -rw-r--r-- |
last change | More android WIP - Implement onPause/onResume (although resume is not actually working yet) - Implement BGRA => RGBA texture conversion (BGRA doesn't seem to work on the TFP) Boot swirl is now displayed, albeit depth buffering seems to be broken. |
file | annotate | diff | log | raw |
nkeynes@1130 | 1 | /** |
nkeynes@1130 | 2 | * $Id$ |
nkeynes@1130 | 3 | * |
nkeynes@1130 | 4 | * Assorted shader definitions (optionally) used by the PVR2 rendering |
nkeynes@1130 | 5 | * engine. |
nkeynes@1130 | 6 | * |
nkeynes@1130 | 7 | * This file is preprocessed by genglsl to produce shaders.c and shaders.h. |
nkeynes@1130 | 8 | * |
nkeynes@1130 | 9 | * Copyright (c) 2007-2010 Nathan Keynes. |
nkeynes@1130 | 10 | * |
nkeynes@1130 | 11 | * This program is free software; you can redistribute it and/or modify |
nkeynes@1130 | 12 | * it under the terms of the GNU General Public License as published by |
nkeynes@1130 | 13 | * the Free Software Foundation; either version 2 of the License, or |
nkeynes@1130 | 14 | * (at your option) any later version. |
nkeynes@1130 | 15 | * |
nkeynes@1130 | 16 | * This program is distributed in the hope that it will be useful, |
nkeynes@1130 | 17 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
nkeynes@1130 | 18 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
nkeynes@1130 | 19 | * GNU General Public License for more details. |
nkeynes@1130 | 20 | */ |
nkeynes@1130 | 21 | |
nkeynes@1140 | 22 | /** |
nkeynes@1140 | 23 | * Quick reference for predefined variables |
nkeynes@1140 | 24 | |
nkeynes@1140 | 25 | * Vertex shader input variables: |
nkeynes@1140 | 26 | * vec4 gl_Color; |
nkeynes@1140 | 27 | * vec4 gl_SecondaryColor; |
nkeynes@1140 | 28 | * vec3 gl_Normal; |
nkeynes@1140 | 29 | * vec4 gl_Vertex; |
nkeynes@1140 | 30 | * vec4 gl_MultiTexCoord0; |
nkeynes@1140 | 31 | * vec4 gl_MultiTexCoord1; |
nkeynes@1140 | 32 | * vec4 gl_MultiTexCoord2; |
nkeynes@1140 | 33 | * vec4 gl_MultiTexCoord3; |
nkeynes@1140 | 34 | * vec4 gl_MultiTexCoord4; |
nkeynes@1140 | 35 | * vec4 gl_MultiTexCoord5; |
nkeynes@1140 | 36 | * vec4 gl_MultiTexCoord6; |
nkeynes@1140 | 37 | * vec4 gl_MultiTexCoord7; |
nkeynes@1140 | 38 | * float gl_FogCoord; |
nkeynes@1140 | 39 | * |
nkeynes@1140 | 40 | * Vertex shader output variables: |
nkeynes@1140 | 41 | * vec4 gl_Position; // must be written to |
nkeynes@1140 | 42 | * float gl_PointSize; // may be written to |
nkeynes@1140 | 43 | * vec4 gl_ClipVertex; // may be written to |
nkeynes@1140 | 44 | * varying vec4 gl_FrontColor; |
nkeynes@1140 | 45 | * varying vec4 gl_BackColor; |
nkeynes@1140 | 46 | * varying vec4 gl_FrontSecondaryColor; |
nkeynes@1140 | 47 | * varying vec4 gl_BackSecondaryColor; |
nkeynes@1140 | 48 | * varying vec4 gl_TexCoord[]; // at most will be gl_MaxTextureCoords |
nkeynes@1140 | 49 | * varying float gl_FogFragCoord; |
nkeynes@1140 | 50 | * |
nkeynes@1140 | 51 | * Fragment shader input variables: |
nkeynes@1140 | 52 | * varying vec4 gl_Color; |
nkeynes@1140 | 53 | * varying vec4 gl_SecondaryColor; |
nkeynes@1140 | 54 | * varying vec4 gl_TexCoord[]; // at most will be gl_MaxTextureCoords |
nkeynes@1140 | 55 | * varying float gl_FogFragCoord; |
nkeynes@1140 | 56 | * varying vec2 gl_PointCoord; |
nkeynes@1140 | 57 | * |
nkeynes@1140 | 58 | * Fragme shader output variables: |
nkeynes@1140 | 59 | * vec4 gl_FragCoord; |
nkeynes@1140 | 60 | * bool gl_FrontFacing; |
nkeynes@1140 | 61 | * vec4 gl_FragColor; |
nkeynes@1140 | 62 | * vec4 gl_FragData[gl_MaxDrawBuffers]; |
nkeynes@1140 | 63 | * float gl_FragDepth; |
nkeynes@1140 | 64 | |
nkeynes@1140 | 65 | */ |
nkeynes@1240 | 66 | #include "../config.h" |
nkeynes@1140 | 67 | |
nkeynes@1130 | 68 | #vertex DEFAULT_VERTEX_SHADER |
nkeynes@1232 | 69 | uniform mat4 view_matrix; |
nkeynes@1232 | 70 | attribute vec4 in_vertex; |
nkeynes@1232 | 71 | attribute vec4 in_colour; |
nkeynes@1232 | 72 | attribute vec4 in_colour2; /* rgb = colour, a = fog */ |
nkeynes@1232 | 73 | attribute vec4 in_texcoord; /* uv = coord, z = palette, w = mode */ |
nkeynes@1232 | 74 | |
nkeynes@1232 | 75 | varying vec4 frag_colour; |
nkeynes@1232 | 76 | varying vec4 frag_colour2; |
nkeynes@1232 | 77 | varying vec4 frag_texcoord; |
nkeynes@1130 | 78 | void main() |
nkeynes@1130 | 79 | { |
nkeynes@1232 | 80 | vec4 tmp = view_matrix * in_vertex; |
nkeynes@1232 | 81 | float w = in_vertex.z; |
nkeynes@1130 | 82 | gl_Position = tmp * w; |
nkeynes@1232 | 83 | frag_colour = in_colour; |
nkeynes@1232 | 84 | frag_colour2 = in_colour2; |
nkeynes@1232 | 85 | frag_texcoord = in_texcoord; |
nkeynes@1130 | 86 | } |
nkeynes@1130 | 87 | |
nkeynes@1130 | 88 | #fragment DEFAULT_FRAGMENT_SHADER |
nkeynes@1252 | 89 | #ifdef HAVE_GLES2 |
nkeynes@1250 | 90 | precision mediump float; |
nkeynes@1252 | 91 | #endif |
nkeynes@1232 | 92 | uniform float alpha_ref; |
nkeynes@1140 | 93 | uniform sampler2D primary_texture; |
nkeynes@1221 | 94 | uniform sampler2D palette_texture; |
nkeynes@1232 | 95 | uniform vec3 fog_colour1; |
nkeynes@1232 | 96 | uniform vec3 fog_colour2; |
nkeynes@1232 | 97 | varying vec4 frag_colour; |
nkeynes@1232 | 98 | varying vec4 frag_colour2; |
nkeynes@1232 | 99 | varying vec4 frag_texcoord; |
nkeynes@1140 | 100 | |
nkeynes@1130 | 101 | void main() |
nkeynes@1130 | 102 | { |
nkeynes@1232 | 103 | vec4 tex = texture2D( primary_texture, frag_texcoord.xy ); |
nkeynes@1232 | 104 | if( frag_texcoord.z >= 0.0 ) { |
nkeynes@1232 | 105 | tex = texture2D( palette_texture, vec2(frag_texcoord.z + (tex.a*0.249023), 0.5) ); |
nkeynes@1140 | 106 | } |
nkeynes@1140 | 107 | /* HACK: unfortunately we have to maintain compatibility with GLSL 1.20, |
nkeynes@1140 | 108 | * which only supports varying float. So since we're propagating texcoord |
nkeynes@1140 | 109 | * anyway, overload the last component to indicate texture mode. |
nkeynes@1140 | 110 | */ |
nkeynes@1232 | 111 | vec3 main_colour; |
nkeynes@1232 | 112 | if( frag_texcoord.w == 0.0 ) { |
nkeynes@1232 | 113 | main_colour = frag_colour.rgb * tex.rgb + frag_colour2.rgb; |
nkeynes@1232 | 114 | gl_FragColor.a = frag_colour.a * tex.a; |
nkeynes@1232 | 115 | } else if( frag_texcoord.w >= 1.5 ) { |
nkeynes@1232 | 116 | main_colour = frag_colour.rgb; |
nkeynes@1232 | 117 | gl_FragColor.a = frag_colour.a; |
nkeynes@1140 | 118 | } else { |
nkeynes@1232 | 119 | main_colour = mix(frag_colour.rgb,tex.rgb,tex.a) + frag_colour2.rgb; |
nkeynes@1232 | 120 | gl_FragColor.a = frag_colour.a; |
nkeynes@1140 | 121 | } |
nkeynes@1232 | 122 | if( gl_FragColor.a < alpha_ref ) { |
nkeynes@1232 | 123 | discard; |
nkeynes@1232 | 124 | } else { |
nkeynes@1232 | 125 | if( frag_colour2.a >= 0.0 ) { |
nkeynes@1232 | 126 | gl_FragColor.rgb = mix( main_colour, fog_colour1, frag_colour2.a ); |
nkeynes@1232 | 127 | } else { |
nkeynes@1232 | 128 | gl_FragColor.rgb = mix( main_colour, fog_colour2, -frag_colour2.a ); |
nkeynes@1232 | 129 | } |
nkeynes@1232 | 130 | } |
nkeynes@1130 | 131 | } |
nkeynes@1130 | 132 | |
nkeynes@1207 | 133 | #program pvr2_shader = DEFAULT_VERTEX_SHADER DEFAULT_FRAGMENT_SHADER |
nkeynes@1240 | 134 | |
nkeynes@1240 | 135 | #ifndef HAVE_OPENGL_FIXEDFUNC |
nkeynes@1240 | 136 | /* In this case we also need a basic shader to actually display the output */ |
nkeynes@1240 | 137 | #vertex BASIC_VERTEX_SHADER |
nkeynes@1240 | 138 | uniform mat4 view_matrix; |
nkeynes@1240 | 139 | attribute vec2 in_vertex; |
nkeynes@1240 | 140 | attribute vec4 in_colour; |
nkeynes@1240 | 141 | attribute vec2 in_texcoord; /* uv = coord, z = palette, w = mode */ |
nkeynes@1240 | 142 | |
nkeynes@1240 | 143 | varying vec4 frag_colour; |
nkeynes@1240 | 144 | varying vec2 frag_texcoord; |
nkeynes@1240 | 145 | void main() |
nkeynes@1240 | 146 | { |
nkeynes@1250 | 147 | gl_Position = view_matrix * vec4(in_vertex.x,in_vertex.y,0.0,1.0); |
nkeynes@1240 | 148 | frag_colour = in_colour; |
nkeynes@1240 | 149 | frag_texcoord = in_texcoord; |
nkeynes@1240 | 150 | } |
nkeynes@1240 | 151 | |
nkeynes@1240 | 152 | #fragment BASIC_FRAGMENT_SHADER |
nkeynes@1252 | 153 | #ifdef HAVE_GLES2 |
nkeynes@1250 | 154 | precision mediump float; |
nkeynes@1252 | 155 | #endif |
nkeynes@1252 | 156 | |
nkeynes@1240 | 157 | uniform sampler2D primary_texture; |
nkeynes@1240 | 158 | varying vec4 frag_colour; |
nkeynes@1240 | 159 | varying vec2 frag_texcoord; |
nkeynes@1240 | 160 | |
nkeynes@1240 | 161 | void main() |
nkeynes@1240 | 162 | { |
nkeynes@1240 | 163 | vec4 tex = texture2D( primary_texture, frag_texcoord.xy ); |
nkeynes@1240 | 164 | gl_FragColor.rgb = mix( frag_colour.rgb, tex.rgb, frag_colour.a ); |
nkeynes@1240 | 165 | } |
nkeynes@1240 | 166 | |
nkeynes@1240 | 167 | #program basic_shader = BASIC_VERTEX_SHADER BASIC_FRAGMENT_SHADER |
nkeynes@1240 | 168 | #endif |
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