Fragment shader now no longer requires extensions

This commit is contained in:
Jeffrey Pfau 2013-05-08 15:19:54 -07:00
parent 8047ce11d0
commit 12e681392d
1 changed files with 48 additions and 44 deletions

View File

@ -12,7 +12,6 @@ static const GLfloat _vertices[4] = {
};
static const GLchar* _fragmentShader =
"#extension GL_EXT_gpu_shader4 : enable\n"
"varying float x;\n"
"uniform float y;\n"
"uniform sampler2D vram;\n"
@ -31,57 +30,62 @@ static const GLchar* _fragmentShader =
"uniform int bg3vofs;\n"
"#define VRAM_INDEX(i) (vec2(mod(float(i + 1), 512.0) / 512.0 - 1.0 / 1024.0, (160.0 + floor(float(i) / 512.0)) / 255.0))\n"
"#define DESERIALIZE(vec) int(dot(vec4(63488.0, 1984.0, 62.0, 1.0), vec))\n"
"#define IMOD(a, b) int(mod(float(a), float(b)))\n"
"#define BIT_CHECK(a, b) (IMOD(a / b, 2) == 1)\n"
"vec4 backgroundMode0(int bgcnt, int hofs, int vofs) {\n"
" int charBase = ((bgcnt / 4) & 3) * 8192;\n"
" int screenBase = ((bgcnt / 256) & 0x1F) * 1024;\n"
" int size = bgcnt >> 14;\n"
" int localX = hofs + int(x);\n"
" int localY = vofs + int(y);\n"
" int xBase = localX & 0xF8;\n"
" int yBase = localY & 0xF8;\n"
" if (size == 1) {\n"
" xBase += (localX & 0x100) << 5;\n"
" } else if (size == 2) {\n"
" yBase += localY & 0x100;\n"
" } else if (size == 3) {\n"
" xBase += (localX & 0x100) << 5;\n"
" yBase += (localY & 0x100) << 1;\n"
" }\n"
" screenBase = screenBase + (xBase / 8) + (yBase * 4);\n"
" int mapData = DESERIALIZE(texture2D(vram, VRAM_INDEX(screenBase)));\n"
" charBase = charBase + ((mapData & 0x3FF) * 16) + (localX & 0x4) / 4 + (localY & 0x7) * 2;\n"
" int tileData = DESERIALIZE(texture2D(vram, VRAM_INDEX(charBase)));\n"
" tileData = ((tileData >> ((localX & 3) * 4)) & 0xF);\n"
" if (tileData == 0) {\n"
" return vec4(0, 0, 0, 0);\n"
" int charBase = IMOD(bgcnt / 4, 4) * 8192;\n"
" int screenBase = IMOD(bgcnt / 256, 32) * 1024;\n"
" int size = IMOD(bgcnt/ 0x4000, 4);\n"
" int localX = hofs + int(x);\n"
" int localY = vofs + int(y);\n"
" int xBase = IMOD(localX, 256);\n"
" int yBase = IMOD(localY, 256);\n"
" xBase -= IMOD(localX, 8);\n"
" yBase -= IMOD(localY, 8);\n"
" if (size == 1) {\n"
" xBase += IMOD(localX / 0x100, 2) * 0x2000;\n"
" } else if (size == 2) {\n"
" yBase += IMOD(localY / 0x100, 2) * 0x100;\n"
" } else if (size == 3) {\n"
" xBase += IMOD(localX / 0x100, 2) * 0x2000;\n"
" yBase += IMOD(localY / 0x100, 2) * 0x200;\n"
" }\n"
" return texture2D(vram, vec2(float(tileData + (mapData / 4096) * 16) / 512.0, y / 256.0));\n"
" screenBase = screenBase + (xBase / 8) + (yBase * 4);\n"
" int mapData = DESERIALIZE(texture2D(vram, VRAM_INDEX(screenBase)));\n"
" charBase = charBase + (IMOD(mapData, 0x400) * 16) + IMOD(localX, 8) / 4 + IMOD(localY, 8) * 2;\n"
" int tileData = DESERIALIZE(texture2D(vram, VRAM_INDEX(charBase)));\n"
" tileData /= int(pow(2.0, mod(float(localX), 4.0) * 4.0));\n"
" tileData = IMOD(tileData, 0x10);\n"
" if (tileData == 0) {\n"
" return vec4(0, 0, 0, 0);\n"
" }\n"
" return texture2D(vram, vec2(float(tileData + (mapData / 4096) * 16) / 512.0, y / 256.0));\n"
"}\n"
"void runPriority(int priority, inout vec4 color) {\n"
" if (color.a > 0.0) {\n"
" if (color.a > 0.0) {\n"
" return;\n"
" }\n"
" if (BIT_CHECK(dispcnt, 0x100) && IMOD(bg0cnt, 4) == priority) {\n"
" color = backgroundMode0(bg0cnt, bg0hofs, bg0vofs);\n"
" }\n"
" if (color.a > 0.0) {\n"
" return;\n"
" }\n"
" if (BIT_CHECK(dispcnt, 0x200) && IMOD(bg1cnt, 4) == priority) {\n"
" color = backgroundMode0(bg1cnt, bg1hofs, bg1vofs);\n"
" }\n"
" if (color.a > 0.0) {\n"
" return;\n"
" }\n"
" if (BIT_CHECK(dispcnt, 0x400) && IMOD(bg2cnt, 4) == priority) {\n"
" color = backgroundMode0(bg2cnt, bg2hofs, bg2vofs);\n"
" }\n"
" if (color.a > 0.0) {\n"
" return;\n"
" }\n"
" if ((dispcnt & 0x100) != 0 && (bg0cnt & 0x3) == priority) {\n"
" color = backgroundMode0(bg0cnt, bg0hofs, bg0vofs);\n"
" }\n"
" if (color.a > 0.0) {\n"
" return;\n"
" }\n"
" if ((dispcnt & 0x200) != 0 && (bg1cnt & 0x3) == priority) {\n"
" color = backgroundMode0(bg1cnt, bg1hofs, bg1vofs);\n"
" }\n"
" if (color.a > 0.0) {\n"
" return;\n"
" }\n"
" if ((dispcnt & 0x400) != 0 && (bg2cnt & 0x3) == priority) {\n"
" color = backgroundMode0(bg2cnt, bg2hofs, bg2vofs);\n"
" }\n"
" if (color.a > 0.0) {\n"
" return;\n"
" }\n"
" if ((dispcnt & 0x800) != 0 && (bg3cnt & 0x3) == priority) {\n"
" if (BIT_CHECK(dispcnt, 0x800) && IMOD(bg3cnt, 4) == priority) {\n"
" color = backgroundMode0(bg3cnt, bg3hofs, bg3vofs);\n"
" }\n"
"}\n"