791 lines
20 KiB
C++
791 lines
20 KiB
C++
/*
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* Created on: Oct 3, 2019
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Copyright 2019 flyinghead
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This file is part of Flycast.
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Flycast is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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Flycast is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Flycast. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include "vulkan.h"
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#include "shaders.h"
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#include "compiler.h"
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#include "utils.h"
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static const char VertexShaderSource[] = R"(
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layout (std140, set = 0, binding = 0) uniform VertexShaderUniforms
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{
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mat4 ndcMat;
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} uniformBuffer;
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layout (location = 0) in vec4 in_pos;
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layout (location = 1) in uvec4 in_base;
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layout (location = 2) in uvec4 in_offs;
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layout (location = 3) in mediump vec2 in_uv;
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layout (location = 0) INTERPOLATION out highp vec4 vtx_base;
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layout (location = 1) INTERPOLATION out highp vec4 vtx_offs;
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layout (location = 2) out highp vec3 vtx_uv;
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void main()
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{
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vec4 vpos = uniformBuffer.ndcMat * in_pos;
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#if DIV_POS_Z == 1
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vpos /= vpos.z;
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vpos.z = vpos.w;
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#endif
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vtx_base = vec4(in_base) / 255.0;
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vtx_offs = vec4(in_offs) / 255.0;
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vtx_uv = vec3(in_uv, vpos.z);
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#if pp_Gouraud == 1 && DIV_POS_Z != 1
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vtx_base *= vpos.z;
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vtx_offs *= vpos.z;
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#endif
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#if DIV_POS_Z != 1
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vtx_uv.xy *= vpos.z;
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vpos.w = 1.0;
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vpos.z = 0.0;
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#endif
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gl_Position = vpos;
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}
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)";
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static const char FragmentShaderSource[] = R"(
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#define PI 3.1415926
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layout (location = 0) out vec4 FragColor;
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#define gl_FragColor FragColor
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layout (std140, set = 0, binding = 1) uniform FragmentShaderUniforms
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{
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vec4 colorClampMin;
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vec4 colorClampMax;
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vec4 sp_FOG_COL_RAM;
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vec4 sp_FOG_COL_VERT;
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vec4 ditherColorMax;
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float cp_AlphaTestValue;
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float sp_FOG_DENSITY;
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} uniformBuffer;
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layout (push_constant) uniform pushBlock
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{
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vec4 clipTest;
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float trilinearAlpha;
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float palette_index;
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} pushConstants;
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#if pp_Texture == 1
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layout (set = 1, binding = 0) uniform sampler2D tex;
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#endif
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#if pp_Palette == 1
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layout (set = 0, binding = 3) uniform sampler2D palette;
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#endif
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// Vertex input
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layout (location = 0) INTERPOLATION in highp vec4 vtx_base;
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layout (location = 1) INTERPOLATION in highp vec4 vtx_offs;
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layout (location = 2) in highp vec3 vtx_uv;
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#if pp_FogCtrl != 2
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layout (set = 0, binding = 2) uniform sampler2D fog_table;
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float fog_mode2(float w)
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{
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float z = clamp(
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#if DIV_POS_Z == 1
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uniformBuffer.sp_FOG_DENSITY / w
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#else
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uniformBuffer.sp_FOG_DENSITY * w
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#endif
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, 1.0, 255.9999);
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float exp = floor(log2(z));
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float m = z * 16.0 / pow(2.0, exp) - 16.0;
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float idx = floor(m) + exp * 16.0 + 0.5;
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vec4 fog_coef = texture(fog_table, vec2(idx / 128.0, 0.75 - (m - floor(m)) / 2.0));
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return fog_coef.r;
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}
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#endif
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vec4 colorClamp(vec4 col)
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{
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#if ColorClamping == 1
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return clamp(col, uniformBuffer.colorClampMin, uniformBuffer.colorClampMax);
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#else
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return col;
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#endif
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}
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#if pp_Palette == 1
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vec4 palettePixel(sampler2D tex, vec3 coords)
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{
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#if DIV_POS_Z == 1
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float texIdx = texture(tex, coords.xy).r;
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#else
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float texIdx = textureProj(tex, coords).r;
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#endif
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vec4 c = vec4(texIdx * 255.0 / 1023.0 + pushConstants.palette_index, 0.5, 0.0, 0.0);
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return texture(palette, c.xy);
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}
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#endif
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void main()
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{
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// Clip inside the box
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#if pp_ClipInside == 1
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if (gl_FragCoord.x >= pushConstants.clipTest.x && gl_FragCoord.x <= pushConstants.clipTest.z
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&& gl_FragCoord.y >= pushConstants.clipTest.y && gl_FragCoord.y <= pushConstants.clipTest.w)
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discard;
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#endif
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highp vec4 color = vtx_base;
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highp vec4 offset = vtx_offs;
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#if pp_Gouraud == 1 && DIV_POS_Z != 1
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color /= vtx_uv.z;
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offset /= vtx_uv.z;
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#endif
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#if pp_UseAlpha == 0
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color.a = 1.0;
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#endif
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#if pp_FogCtrl == 3
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color = vec4(uniformBuffer.sp_FOG_COL_RAM.rgb, fog_mode2(vtx_uv.z));
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#endif
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#if pp_Texture == 1
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{
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#if pp_Palette == 0
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#if DIV_POS_Z == 1
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vec4 texcol = texture(tex, vtx_uv.xy);
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#else
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vec4 texcol = textureProj(tex, vtx_uv);
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#endif
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#else
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vec4 texcol = palettePixel(tex, vtx_uv);
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#endif
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#if pp_BumpMap == 1
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float s = PI / 2.0 * (texcol.a * 15.0 * 16.0 + texcol.r * 15.0) / 255.0;
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float r = 2.0 * PI * (texcol.g * 15.0 * 16.0 + texcol.b * 15.0) / 255.0;
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texcol.a = clamp(offset.a + offset.r * sin(s) + offset.g * cos(s) * cos(r - 2.0 * PI * offset.b), 0.0, 1.0);
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texcol.rgb = vec3(1.0, 1.0, 1.0);
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#else
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#if pp_IgnoreTexA == 1
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texcol.a = 1.0;
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#endif
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#endif
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#if pp_ShadInstr == 0
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{
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color = texcol;
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}
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#endif
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#if pp_ShadInstr == 1
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{
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color.rgb *= texcol.rgb;
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color.a = texcol.a;
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}
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#endif
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#if pp_ShadInstr == 2
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{
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color.rgb = mix(color.rgb, texcol.rgb, texcol.a);
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}
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#endif
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#if pp_ShadInstr == 3
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{
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color *= texcol;
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}
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#endif
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#if pp_Offset == 1 && pp_BumpMap == 0
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{
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color.rgb += offset.rgb;
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}
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#endif
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}
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#endif
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color = colorClamp(color);
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#if pp_FogCtrl == 0
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{
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color.rgb = mix(color.rgb, uniformBuffer.sp_FOG_COL_RAM.rgb, fog_mode2(vtx_uv.z));
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}
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#endif
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#if pp_FogCtrl == 1 && pp_Offset==1 && pp_BumpMap == 0
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{
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color.rgb = mix(color.rgb, uniformBuffer.sp_FOG_COL_VERT.rgb, offset.a);
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}
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#endif
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#if pp_TriLinear == 1
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color *= pushConstants.trilinearAlpha;
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#endif
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#if cp_AlphaTest == 1
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color.a = round(color.a * 255.0) / 255.0;
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if (uniformBuffer.cp_AlphaTestValue > color.a)
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discard;
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color.a = 1.0;
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#endif
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//color.rgb = vec3(gl_FragCoord.w * uniformBuffer.sp_FOG_DENSITY / 128.0);
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#if DIV_POS_Z == 1
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highp float w = 100000.0 / vtx_uv.z;
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#else
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highp float w = 100000.0 * vtx_uv.z;
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#endif
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gl_FragDepth = log2(1.0 + max(w, -0.999999)) / 34.0;
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#if DITHERING == 1
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float ditherTable[16] = float[](
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0.9375, 0.1875, 0.75, 0.,
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0.4375, 0.6875, 0.25, 0.5,
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0.8125, 0.0625, 0.875, 0.125,
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0.3125, 0.5625, 0.375, 0.625
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);
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float r = ditherTable[int(mod(gl_FragCoord.y, 4.)) * 4 + int(mod(gl_FragCoord.x, 4.))];
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// 31 for 5-bit color, 63 for 6 bits, 15 for 4 bits
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color += r / uniformBuffer.ditherColorMax;
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// avoid rounding
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color = floor(color * 255.) / 255.;
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#endif
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gl_FragColor = color;
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}
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)";
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extern const char ModVolVertexShaderSource[] = R"(
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layout (std140, set = 0, binding = 0) uniform VertexShaderUniforms
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{
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mat4 ndcMat;
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} uniformBuffer;
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layout (location = 0) in vec4 in_pos;
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layout (location = 0) out highp float depth;
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void main()
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{
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vec4 vpos = uniformBuffer.ndcMat * in_pos;
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#if DIV_POS_Z == 1
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vpos /= vpos.z;
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vpos.z = vpos.w;
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depth = vpos.w;
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#else
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depth = vpos.z;
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vpos.w = 1.0;
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vpos.z = 0.0;
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#endif
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gl_Position = vpos;
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}
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)";
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static const char ModVolFragmentShaderSource[] = R"(
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layout (location = 0) in highp float depth;
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layout (location = 0) out vec4 FragColor;
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layout (push_constant) uniform pushBlock
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{
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float sp_ShaderColor;
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} pushConstants;
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void main()
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{
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#if DIV_POS_Z == 1
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highp float w = 100000.0 / depth;
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#else
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highp float w = 100000.0 * depth;
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#endif
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gl_FragDepth = log2(1.0 + max(w, -0.999999)) / 34.0;
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FragColor = vec4(0.0, 0.0, 0.0, pushConstants.sp_ShaderColor);
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}
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)";
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static const char QuadVertexShaderSource[] = R"(
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layout (location = 0) in vec3 in_pos;
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layout (location = 1) in vec2 in_uv;
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layout (location = 0) out vec2 outUV;
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void main()
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{
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#if ROTATE == 0
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gl_Position = vec4(in_pos, 1.0);
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#else
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gl_Position = vec4(in_pos.y, -in_pos.x, in_pos.z, 1.0);
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#endif
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outUV = in_uv;
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}
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)";
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static const char QuadFragmentShaderSource[] = R"(
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layout (set = 0, binding = 0) uniform sampler2D tex;
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layout (push_constant) uniform pushBlock
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{
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vec4 color;
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} pushConstants;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 FragColor;
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void main()
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{
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#if IGNORE_TEX_ALPHA == 1
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FragColor.rgb = pushConstants.color.rgb * texture(tex, inUV).rgb;
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FragColor.a = pushConstants.color.a;
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#else
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FragColor = pushConstants.color * texture(tex, inUV);
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#endif
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}
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)";
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static const char OSDVertexShaderSource[] = R"(
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in uvec4 inColor;
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layout (location = 2) in vec2 inUV;
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layout (location = 0) out lowp vec4 outColor;
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layout (location = 1) out mediump vec2 outUV;
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void main()
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{
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outColor = inColor / 255.0;
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outUV = inUV;
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gl_Position = inPos;
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}
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)";
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static const char OSDFragmentShaderSource[] = R"(
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layout (binding = 0) uniform sampler2D tex;
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layout (location = 0) in lowp vec4 inColor;
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layout (location = 1) in mediump vec2 inUV;
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layout (location = 0) out vec4 FragColor;
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void main()
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{
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FragColor = inColor * texture(tex, inUV);
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}
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)";
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extern const char N2LightShaderSource[] = R"(
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layout (std140, set = 1, binding = 2) uniform N2VertexShaderUniforms
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{
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mat4 mvMat;
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mat4 normalMat;
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mat4 projMat;
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ivec2 envMapping;
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int bumpMapping;
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int polyNumber;
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vec2 glossCoef;
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ivec2 constantColor;
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} n2Uniform;
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#define PI 3.1415926
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#define LMODE_SINGLE_SIDED 0
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#define LMODE_DOUBLE_SIDED 1
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#define LMODE_DOUBLE_SIDED_WITH_TOLERANCE 2
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#define LMODE_SPECIAL_EFFECT 3
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#define LMODE_THIN_SURFACE 4
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#define LMODE_BUMP_MAP 5
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#define ROUTING_SPEC_TO_OFFSET 1
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#define ROUTING_DIFF_TO_OFFSET 2
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#define ROUTING_ATTENUATION 1 // not handled
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#define ROUTING_FOG 2 // not handled
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#define ROUTING_ALPHA 4
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#define ROUTING_SUB 8
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struct N2Light
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{
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vec4 color;
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vec4 direction; // For parallel/spot
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vec4 position; // For spot/point
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int parallel;
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int routing;
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int dmode;
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int smode;
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ivec2 diffuse;
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ivec2 specular;
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float attnDistA;
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float attnDistB;
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float attnAngleA; // For spot
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float attnAngleB;
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int distAttnMode; // For spot/point
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int _pad1;
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int _pad2;
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int _pad3;
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};
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layout (std140, set = 1, binding = 3) uniform N2Lights
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{
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N2Light lights[16];
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vec4 ambientBase[2];
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vec4 ambientOffset[2];
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ivec2 ambientMaterialBase;
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ivec2 ambientMaterialOffset;
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int lightCount;
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int useBaseOver;
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int bumpId0;
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int bumpId1;
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} n2Lights;
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void computeColors(inout vec4 baseCol, inout vec4 offsetCol, in int volIdx, in vec3 position, in vec3 normal)
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{
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if (n2Uniform.constantColor[volIdx] == 1)
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return;
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vec3 diffuse = vec3(0.0);
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vec3 specular = vec3(0.0);
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float diffuseAlpha = 0.0;
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float specularAlpha = 0.0;
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vec3 reflectDir = reflect(normalize(position), normal);
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const float BASE_FACTOR = 2.0;
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for (int i = 0; i < n2Lights.lightCount; i++)
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{
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vec3 lightDir; // direction to the light
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vec3 lightColor = n2Lights.lights[i].color.rgb;
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if (n2Lights.lights[i].parallel == 1)
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{
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lightDir = normalize(n2Lights.lights[i].direction.xyz);
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}
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else
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{
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lightDir = normalize(n2Lights.lights[i].position.xyz - position);
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if (n2Lights.lights[i].attnDistA != 1.0 || n2Lights.lights[i].attnDistB != 0.0)
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{
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float distance = length(n2Lights.lights[i].position.xyz - position);
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if (n2Lights.lights[i].distAttnMode == 0)
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distance = 1.0 / distance;
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lightColor *= clamp(n2Lights.lights[i].attnDistB * distance + n2Lights.lights[i].attnDistA, 0.0, 1.0);
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}
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if (n2Lights.lights[i].attnAngleA != 1.0 || n2Lights.lights[i].attnAngleB != 0.0)
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{
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vec3 spotDir = n2Lights.lights[i].direction.xyz;
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float cosAngle = 1.0 - max(0.0, dot(lightDir, spotDir));
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lightColor *= clamp(cosAngle * n2Lights.lights[i].attnAngleB + n2Lights.lights[i].attnAngleA, 0.0, 1.0);
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}
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}
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if (n2Lights.lights[i].diffuse[volIdx] == 1)
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{
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float factor = (n2Lights.lights[i].routing & ROUTING_SUB) != 0 ? -BASE_FACTOR : BASE_FACTOR;
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if (n2Lights.lights[i].dmode == LMODE_SINGLE_SIDED)
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factor *= max(dot(normal, lightDir), 0.0);
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else if (n2Lights.lights[i].dmode == LMODE_DOUBLE_SIDED)
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factor *= abs(dot(normal, lightDir));
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if ((n2Lights.lights[i].routing & ROUTING_ALPHA) != 0)
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diffuseAlpha += lightColor.r * factor;
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else
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{
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if ((n2Lights.lights[i].routing & ROUTING_DIFF_TO_OFFSET) == 0)
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diffuse += lightColor * factor * baseCol.rgb;
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else
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specular += lightColor * factor * baseCol.rgb;
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}
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}
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if (n2Lights.lights[i].specular[volIdx] == 1)
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{
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float factor = (n2Lights.lights[i].routing & ROUTING_SUB) != 0 ? -BASE_FACTOR : BASE_FACTOR;
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if (n2Lights.lights[i].smode == LMODE_SINGLE_SIDED)
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factor *= clamp(pow(max(dot(lightDir, reflectDir), 0.0), n2Uniform.glossCoef[volIdx]), 0.0, 1.0);
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else if (n2Lights.lights[i].smode == LMODE_DOUBLE_SIDED)
|
|
factor *= clamp(pow(abs(dot(lightDir, reflectDir)), n2Uniform.glossCoef[volIdx]), 0.0, 1.0);
|
|
|
|
if ((n2Lights.lights[i].routing & ROUTING_ALPHA) != 0)
|
|
specularAlpha += lightColor.r * factor;
|
|
else
|
|
{
|
|
if ((n2Lights.lights[i].routing & ROUTING_SPEC_TO_OFFSET) == 0)
|
|
diffuse += lightColor * factor * offsetCol.rgb;
|
|
else
|
|
specular += lightColor * factor * offsetCol.rgb;
|
|
}
|
|
}
|
|
}
|
|
// ambient light
|
|
if (n2Lights.ambientMaterialBase[volIdx] == 1)
|
|
diffuse += n2Lights.ambientBase[volIdx].rgb * baseCol.rgb;
|
|
else
|
|
diffuse += n2Lights.ambientBase[volIdx].rgb;
|
|
if (n2Lights.ambientMaterialOffset[volIdx] == 1)
|
|
specular += n2Lights.ambientOffset[volIdx].rgb * offsetCol.rgb;
|
|
else
|
|
specular += n2Lights.ambientOffset[volIdx].rgb;
|
|
baseCol.rgb = diffuse;
|
|
offsetCol.rgb = specular;
|
|
|
|
baseCol.a += diffuseAlpha;
|
|
offsetCol.a += specularAlpha;
|
|
if (n2Lights.useBaseOver == 1)
|
|
{
|
|
vec4 overflow = max(baseCol - vec4(1.0), 0.0);
|
|
offsetCol += overflow;
|
|
}
|
|
baseCol = clamp(baseCol, 0.0, 1.0);
|
|
offsetCol = clamp(offsetCol, 0.0, 1.0);
|
|
}
|
|
|
|
void computeEnvMap(inout vec2 uv, in vec3 position, in vec3 normal)
|
|
{
|
|
// Spherical mapping
|
|
//vec3 r = reflect(normalize(position), normal);
|
|
//float m = 2.0 * sqrt(r.x * r.x + r.y * r.y + (r.z + 1.0) * (r.z + 1.0));
|
|
//uv += r.xy / m + 0.5;
|
|
|
|
// Cheap env mapping
|
|
uv += normal.xy / 2.0 + 0.5;
|
|
uv = clamp(uv, 0.0, 1.0);
|
|
}
|
|
|
|
void computeBumpMap(inout vec4 color0, in vec4 color1, in vec3 position, in vec3 normal, in mat4 normalMat)
|
|
{
|
|
// TODO
|
|
//if (n2Lights.bumpId0 == -1)
|
|
return;
|
|
normal = normalize(normal);
|
|
vec3 tangent = color0.xyz;
|
|
if (tangent.x > 0.5)
|
|
tangent.x -= 1.0;
|
|
if (tangent.y > 0.5)
|
|
tangent.y -= 1.0;
|
|
if (tangent.z > 0.5)
|
|
tangent.z -= 1.0;
|
|
tangent = normalize(tangent);
|
|
vec3 bitangent = color1.xyz;
|
|
if (bitangent.x > 0.5)
|
|
bitangent.x -= 1.0;
|
|
if (bitangent.y > 0.5)
|
|
bitangent.y -= 1.0;
|
|
if (bitangent.z > 0.5)
|
|
bitangent.z -= 1.0;
|
|
bitangent = normalize(bitangent);
|
|
|
|
float scaleDegree = color0.w;
|
|
float scaleOffset = color1.w;
|
|
|
|
vec3 lightDir; // direction to the light
|
|
if (n2Lights.lights[n2Lights.bumpId0].parallel == 1)
|
|
lightDir = n2Lights.lights[n2Lights.bumpId0].direction.xyz;
|
|
else
|
|
lightDir = n2Lights.lights[n2Lights.bumpId0].position.xyz - position;
|
|
lightDir = normalize(lightDir * mat3(normalMat));
|
|
|
|
float n = dot(lightDir, normal);
|
|
float cosQ = dot(lightDir, tangent);
|
|
float sinQ = dot(lightDir, bitangent);
|
|
|
|
float sinT = clamp(n, 0.0, 1.0);
|
|
float k1 = 1.0 - scaleDegree;
|
|
float k2 = scaleDegree * sinT;
|
|
float k3 = scaleDegree * sqrt(1.0 - sinT * sinT); // cos T
|
|
|
|
float q = acos(cosQ);
|
|
if (sinQ < 0.0)
|
|
q = 2.0 * PI - q;
|
|
|
|
color0.r = k2;
|
|
color0.g = k3;
|
|
color0.b = q / PI / 2.0;
|
|
color0.a = k1;
|
|
color0 = clamp(color0, 0.0, 1.0);
|
|
}
|
|
)";
|
|
|
|
static const char N2VertexShaderSource[] = R"(
|
|
layout (std140, set = 0, binding = 0) uniform VertexShaderUniforms
|
|
{
|
|
mat4 ndcMat;
|
|
} uniformBuffer;
|
|
|
|
layout (location = 0) in vec4 in_pos;
|
|
layout (location = 1) in uvec4 in_base;
|
|
layout (location = 2) in uvec4 in_offs;
|
|
layout (location = 3) in mediump vec2 in_uv;
|
|
layout (location = 4) in vec3 in_normal;
|
|
|
|
layout (location = 0) INTERPOLATION out highp vec4 vtx_base;
|
|
layout (location = 1) INTERPOLATION out highp vec4 vtx_offs;
|
|
layout (location = 2) out highp vec3 vtx_uv;
|
|
|
|
void wDivide(inout vec4 vpos)
|
|
{
|
|
vpos = vec4(vpos.xy / vpos.w, 1.0 / vpos.w, 1.0);
|
|
vpos = uniformBuffer.ndcMat * vpos;
|
|
#if pp_Gouraud == 1
|
|
vtx_base *= vpos.z;
|
|
vtx_offs *= vpos.z;
|
|
#endif
|
|
vtx_uv = vec3(vtx_uv.xy * vpos.z, vpos.z);
|
|
vpos.w = 1.0;
|
|
vpos.z = 0.0;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec4 vpos = n2Uniform.mvMat * in_pos;
|
|
vtx_base = vec4(in_base) / 255.0;
|
|
vtx_offs = vec4(in_offs) / 255.0;
|
|
|
|
vec3 vnorm = normalize(mat3(n2Uniform.normalMat) * in_normal);
|
|
|
|
// TODO bump mapping
|
|
if (n2Uniform.bumpMapping == 0)
|
|
{
|
|
computeColors(vtx_base, vtx_offs, 0, vpos.xyz, vnorm);
|
|
#if pp_Texture == 0
|
|
vtx_base += vtx_offs;
|
|
#endif
|
|
}
|
|
|
|
vtx_uv.xy = in_uv;
|
|
if (n2Uniform.envMapping[0] == 1)
|
|
computeEnvMap(vtx_uv.xy, vpos.xyz, vnorm);
|
|
|
|
vpos = n2Uniform.projMat * vpos;
|
|
wDivide(vpos);
|
|
|
|
gl_Position = vpos;
|
|
}
|
|
)";
|
|
|
|
extern const char N2ModVolVertexShaderSource[] = R"(
|
|
layout (std140, set = 0, binding = 0) uniform VertexShaderUniforms
|
|
{
|
|
mat4 ndcMat;
|
|
} uniformBuffer;
|
|
|
|
layout (std140, set = 1, binding = 2) uniform N2VertexShaderUniforms
|
|
{
|
|
mat4 mvMat;
|
|
mat4 normalMat;
|
|
mat4 projMat;
|
|
ivec2 envMapping;
|
|
int bumpMapping;
|
|
int polyNumber;
|
|
|
|
vec2 glossCoef;
|
|
ivec2 constantColor;
|
|
} n2Uniform;
|
|
|
|
layout (location = 0) in vec4 in_pos;
|
|
layout (location = 0) out highp float depth;
|
|
|
|
void wDivide(inout vec4 vpos)
|
|
{
|
|
vpos = vec4(vpos.xy / vpos.w, 1.0 / vpos.w, 1.0);
|
|
vpos = uniformBuffer.ndcMat * vpos;
|
|
depth = vpos.z;
|
|
vpos.w = 1.0;
|
|
vpos.z = 0.0;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec4 vpos = n2Uniform.mvMat * in_pos;
|
|
vpos = n2Uniform.projMat * vpos;
|
|
wDivide(vpos);
|
|
|
|
gl_Position = vpos;
|
|
}
|
|
)";
|
|
|
|
vk::UniqueShaderModule ShaderManager::compileShader(const VertexShaderParams& params)
|
|
{
|
|
VulkanSource src;
|
|
if (!params.naomi2)
|
|
{
|
|
src.addConstant("pp_Gouraud", (int)params.gouraud)
|
|
.addConstant("DIV_POS_Z", (int)params.divPosZ)
|
|
.addSource(GouraudSource)
|
|
.addSource(VertexShaderSource);
|
|
}
|
|
else
|
|
{
|
|
src.addConstant("pp_Gouraud", (int)params.gouraud)
|
|
.addSource(GouraudSource)
|
|
.addSource(N2LightShaderSource)
|
|
.addSource(N2VertexShaderSource);
|
|
}
|
|
return ShaderCompiler::Compile(vk::ShaderStageFlagBits::eVertex, src.generate());
|
|
}
|
|
|
|
vk::UniqueShaderModule ShaderManager::compileShader(const FragmentShaderParams& params)
|
|
{
|
|
VulkanSource src;
|
|
src.addConstant("cp_AlphaTest", (int)params.alphaTest)
|
|
.addConstant("pp_ClipInside", (int)params.insideClipTest)
|
|
.addConstant("pp_UseAlpha", (int)params.useAlpha)
|
|
.addConstant("pp_Texture", (int)params.texture)
|
|
.addConstant("pp_IgnoreTexA", (int)params.ignoreTexAlpha)
|
|
.addConstant("pp_ShadInstr", params.shaderInstr)
|
|
.addConstant("pp_Offset", (int)params.offset)
|
|
.addConstant("pp_FogCtrl", params.fog)
|
|
.addConstant("pp_Gouraud", (int)params.gouraud)
|
|
.addConstant("pp_BumpMap", (int)params.bumpmap)
|
|
.addConstant("ColorClamping", (int)params.clamping)
|
|
.addConstant("pp_TriLinear", (int)params.trilinear)
|
|
.addConstant("pp_Palette", (int)params.palette)
|
|
.addConstant("DIV_POS_Z", (int)params.divPosZ)
|
|
.addConstant("DITHERING", (int)params.dithering)
|
|
.addSource(GouraudSource)
|
|
.addSource(FragmentShaderSource);
|
|
return ShaderCompiler::Compile(vk::ShaderStageFlagBits::eFragment, src.generate());
|
|
}
|
|
|
|
vk::UniqueShaderModule ShaderManager::compileShader(const ModVolShaderParams& params)
|
|
{
|
|
return ShaderCompiler::Compile(vk::ShaderStageFlagBits::eVertex,
|
|
VulkanSource().addConstant("DIV_POS_Z", (int)params.divPosZ)
|
|
.addSource(params.naomi2 ? N2ModVolVertexShaderSource : ModVolVertexShaderSource).generate());
|
|
}
|
|
|
|
vk::UniqueShaderModule ShaderManager::compileModVolFragmentShader(bool divPosZ)
|
|
{
|
|
return ShaderCompiler::Compile(vk::ShaderStageFlagBits::eFragment,
|
|
VulkanSource().addConstant("DIV_POS_Z", (int)divPosZ)
|
|
.addSource(ModVolFragmentShaderSource).generate());
|
|
}
|
|
|
|
vk::UniqueShaderModule ShaderManager::compileQuadVertexShader(bool rotate)
|
|
{
|
|
VulkanSource src;
|
|
src.addConstant("ROTATE", (int)rotate)
|
|
.addSource(QuadVertexShaderSource);
|
|
return ShaderCompiler::Compile(vk::ShaderStageFlagBits::eVertex, src.generate());
|
|
}
|
|
|
|
vk::UniqueShaderModule ShaderManager::compileQuadFragmentShader(bool ignoreTexAlpha)
|
|
{
|
|
VulkanSource src;
|
|
src.addConstant("IGNORE_TEX_ALPHA", (int)ignoreTexAlpha)
|
|
.addSource(QuadFragmentShaderSource);
|
|
return ShaderCompiler::Compile(vk::ShaderStageFlagBits::eFragment,src.generate());
|
|
}
|
|
|
|
vk::UniqueShaderModule ShaderManager::compileOSDVertexShader()
|
|
{
|
|
return ShaderCompiler::Compile(vk::ShaderStageFlagBits::eVertex, VulkanSource().addSource(OSDVertexShaderSource).generate());
|
|
}
|
|
|
|
vk::UniqueShaderModule ShaderManager::compileOSDFragmentShader()
|
|
{
|
|
return ShaderCompiler::Compile(vk::ShaderStageFlagBits::eFragment, VulkanSource().addSource(OSDFragmentShaderSource).generate());
|
|
}
|