Search
lxdream.org :: lxdream/src/pvr2/shaders.glsl
lxdream 0.9.1
released Jun 29
Download Now
filename src/pvr2/shaders.glsl
changeset 1221:f50407acc682
prev1207:f7ca985659c6
next1232:e5b12e2fe6ba
author nkeynes
date Thu Feb 23 15:24:47 2012 +1000 (10 years ago)
permissions -rw-r--r--
last change Check for existence of glDrawBuffer (assuming that glReadBuffer will
follow). Note only need to guard the common code in gl_fbo.c
view annotate diff log raw
     1 /**
     2  * $Id$
     3  *
     4  * Assorted shader definitions (optionally) used by the PVR2 rendering
     5  * engine.
     6  * 
     7  * This file is preprocessed by genglsl to produce shaders.c and shaders.h.
     8  *
     9  * Copyright (c) 2007-2010 Nathan Keynes.
    10  *
    11  * This program is free software; you can redistribute it and/or modify
    12  * it under the terms of the GNU General Public License as published by
    13  * the Free Software Foundation; either version 2 of the License, or
    14  * (at your option) any later version.
    15  *
    16  * This program is distributed in the hope that it will be useful,
    17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
    18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    19  * GNU General Public License for more details.
    20  */
    22 /**
    23  * Quick reference for predefined variables
    25  * Vertex shader input variables:
    26  *   vec4 gl_Color;
    27  *   vec4 gl_SecondaryColor;
    28  *   vec3 gl_Normal;
    29  *   vec4 gl_Vertex;
    30  *   vec4 gl_MultiTexCoord0;
    31  *   vec4 gl_MultiTexCoord1; 
    32  *   vec4 gl_MultiTexCoord2;
    33  *   vec4 gl_MultiTexCoord3; 
    34  *   vec4 gl_MultiTexCoord4;
    35  *   vec4 gl_MultiTexCoord5;
    36  *   vec4 gl_MultiTexCoord6;
    37  *   vec4 gl_MultiTexCoord7;
    38  *   float gl_FogCoord;
    39  *
    40  * Vertex shader output variables:
    41  *   vec4 gl_Position;    // must be written to
    42  *   float gl_PointSize;  // may be written to
    43  *   vec4 gl_ClipVertex;  // may be written to
    44  *   varying vec4 gl_FrontColor; 
    45  *   varying vec4 gl_BackColor; 
    46  *   varying vec4 gl_FrontSecondaryColor; 
    47  *   varying vec4 gl_BackSecondaryColor; 
    48  *   varying vec4 gl_TexCoord[]; // at most will be gl_MaxTextureCoords
    49  *   varying float gl_FogFragCoord;
    50  *
    51  * Fragment shader input variables:
    52  *   varying vec4 gl_Color; 
    53  *   varying vec4 gl_SecondaryColor; 
    54  *   varying vec4 gl_TexCoord[]; // at most will be gl_MaxTextureCoords
    55  *   varying float gl_FogFragCoord;
    56  *   varying vec2 gl_PointCoord;
    57  *
    58  * Fragme shader output variables:
    59  *   vec4 gl_FragCoord; 
    60  *   bool gl_FrontFacing; 
    61  *   vec4 gl_FragColor; 
    62  *   vec4 gl_FragData[gl_MaxDrawBuffers]; 
    63  *   float gl_FragDepth;
    65  */
    68 #vertex DEFAULT_VERTEX_SHADER
    69 void main()
    70 {
    71     vec4 tmp = ftransform();
    72     float w = gl_Vertex.z;
    73     gl_Position  = tmp * w;
    74     gl_FrontColor = gl_Color;
    75     gl_FrontSecondaryColor = gl_SecondaryColor;
    76     gl_TexCoord[0] = gl_MultiTexCoord0;
    77     gl_FogFragCoord = gl_FogCoord;
    78 }
    80 #fragment DEFAULT_FRAGMENT_SHADER
    82 uniform sampler2D primary_texture;
    83 uniform sampler2D palette_texture;
    85 void main()
    86 {
    87 	vec4 tex = texture2D( primary_texture, gl_TexCoord[0].xy );
    88 	if( gl_TexCoord[0].z >= 0.0 ) {
    89 	    tex = texture2D( palette_texture, vec2(gl_TexCoord[0].z + (tex.a*0.249023),0.5) );
    90 	}
    91 	/* HACK: unfortunately we have to maintain compatibility with GLSL 1.20,
    92 	 * which only supports varying float. So since we're propagating texcoord
    93 	 * anyway, overload the last component to indicate texture mode. 
    94 	 */
    95 	if( gl_TexCoord[0].w == 0.0 ) {
    96 	    gl_FragColor.rgb = mix( gl_Color.rgb * tex.rgb + gl_SecondaryColor.rgb, gl_Fog.color.rgb, gl_FogFragCoord );
    97 	    gl_FragColor.a = gl_Color.a * tex.a;
    98 	} else if( gl_TexCoord[0].w >= 1.5 ) {
    99 	    gl_FragColor.rgb = mix( gl_Color.rgb, gl_Fog.color.rgb, gl_FogFragCoord );
   100 	    gl_FragColor.a = gl_Color.a;
   101 	} else {
   102 	    gl_FragColor.rgb = mix( mix(gl_Color.rgb,tex.rgb,tex.a) + gl_SecondaryColor.rgb, gl_Fog.color.rgb, gl_FogFragCoord);
   103 	    gl_FragColor.a = gl_Color.a;
   104 	}
   105 	gl_FragDepth = gl_FragCoord.z;
   106 }
   108 #program pvr2_shader = DEFAULT_VERTEX_SHADER DEFAULT_FRAGMENT_SHADER
.