filename | src/pvr2/shaders.glsl |
changeset | 1221:f50407acc682 |
prev | 1207:f7ca985659c6 |
next | 1232:e5b12e2fe6ba |
author | nkeynes |
date | Wed Feb 15 17:54:51 2012 +1000 (12 years ago) |
permissions | -rw-r--r-- |
last change | Use GL_TEXTURE_2D instead of GL_TEXTURE_RECTANGLE_ARB for frame buffers, for systems that don't provide the latter (and there's not really much difference anyway). Add macro wrangling for GL_DEPTH24_STENCIL8 format |
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@1140 | 66 | |
nkeynes@1140 | 67 | |
nkeynes@1130 | 68 | #vertex DEFAULT_VERTEX_SHADER |
nkeynes@1130 | 69 | void main() |
nkeynes@1130 | 70 | { |
nkeynes@1130 | 71 | vec4 tmp = ftransform(); |
nkeynes@1130 | 72 | float w = gl_Vertex.z; |
nkeynes@1130 | 73 | gl_Position = tmp * w; |
nkeynes@1130 | 74 | gl_FrontColor = gl_Color; |
nkeynes@1130 | 75 | gl_FrontSecondaryColor = gl_SecondaryColor; |
nkeynes@1130 | 76 | gl_TexCoord[0] = gl_MultiTexCoord0; |
nkeynes@1130 | 77 | gl_FogFragCoord = gl_FogCoord; |
nkeynes@1130 | 78 | } |
nkeynes@1130 | 79 | |
nkeynes@1130 | 80 | #fragment DEFAULT_FRAGMENT_SHADER |
nkeynes@1140 | 81 | |
nkeynes@1140 | 82 | uniform sampler2D primary_texture; |
nkeynes@1221 | 83 | uniform sampler2D palette_texture; |
nkeynes@1140 | 84 | |
nkeynes@1130 | 85 | void main() |
nkeynes@1130 | 86 | { |
nkeynes@1140 | 87 | vec4 tex = texture2D( primary_texture, gl_TexCoord[0].xy ); |
nkeynes@1140 | 88 | if( gl_TexCoord[0].z >= 0.0 ) { |
nkeynes@1221 | 89 | tex = texture2D( palette_texture, vec2(gl_TexCoord[0].z + (tex.a*0.249023),0.5) ); |
nkeynes@1140 | 90 | } |
nkeynes@1140 | 91 | /* HACK: unfortunately we have to maintain compatibility with GLSL 1.20, |
nkeynes@1140 | 92 | * which only supports varying float. So since we're propagating texcoord |
nkeynes@1140 | 93 | * anyway, overload the last component to indicate texture mode. |
nkeynes@1140 | 94 | */ |
nkeynes@1140 | 95 | if( gl_TexCoord[0].w == 0.0 ) { |
nkeynes@1140 | 96 | gl_FragColor.rgb = mix( gl_Color.rgb * tex.rgb + gl_SecondaryColor.rgb, gl_Fog.color.rgb, gl_FogFragCoord ); |
nkeynes@1140 | 97 | gl_FragColor.a = gl_Color.a * tex.a; |
nkeynes@1140 | 98 | } else if( gl_TexCoord[0].w >= 1.5 ) { |
nkeynes@1140 | 99 | gl_FragColor.rgb = mix( gl_Color.rgb, gl_Fog.color.rgb, gl_FogFragCoord ); |
nkeynes@1140 | 100 | gl_FragColor.a = gl_Color.a; |
nkeynes@1140 | 101 | } else { |
nkeynes@1140 | 102 | gl_FragColor.rgb = mix( mix(gl_Color.rgb,tex.rgb,tex.a) + gl_SecondaryColor.rgb, gl_Fog.color.rgb, gl_FogFragCoord); |
nkeynes@1140 | 103 | gl_FragColor.a = gl_Color.a; |
nkeynes@1140 | 104 | } |
nkeynes@1130 | 105 | gl_FragDepth = gl_FragCoord.z; |
nkeynes@1130 | 106 | } |
nkeynes@1130 | 107 | |
nkeynes@1207 | 108 | #program pvr2_shader = DEFAULT_VERTEX_SHADER DEFAULT_FRAGMENT_SHADER |
nkeynes@1130 | 109 |
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