mirror of https://github.com/PCSX2/pcsx2.git
glsl: split the main shader
* separate VS/GS and FS * separate subroutine part of the FS It already complex enough without subroutine stuff. Besides I'm not sure we will keep subroutine on the future.
This commit is contained in:
parent
6fc9afb175
commit
15264c6c63
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@ -34,16 +34,45 @@ eval {
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print "Disable MD5\n";
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};
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my @gsdx_res = qw/convert.glsl interlace.glsl merge.glsl shadeboost.glsl tfx.glsl fxaa.fx/;
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########################
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# GSdx
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########################
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my @gsdx_res = qw/convert.glsl interlace.glsl merge.glsl shadeboost.glsl tfx_vgs.glsl tfx_fs_all.glsl fxaa.fx/;
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my $gsdx_path = File::Spec->catdir(dirname(abs_path($0)), "..", "plugins", "GSdx", "res");
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# Just a hack to reuse glsl2h function easily
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my @tfx_res = qw/tfx_fs.glsl tfx_fs_subroutine.glsl/;
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my $tfx_all = File::Spec->catdir($gsdx_path, "tfx_fs_all.glsl");
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concat($gsdx_path, $tfx_all, \@tfx_res);
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my $gsdx_out = File::Spec->catdir($gsdx_path, "glsl_source.h");
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glsl2h($gsdx_path, $gsdx_out, \@gsdx_res);
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unlink $tfx_all;
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########################
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# ZZOGL
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########################
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my @zz_res = qw/ps2hw_gl4.glsl/;
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my $zz_path = File::Spec->catdir(dirname(abs_path($0)), "..", "plugins", "zzogl-pg", "opengl");
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my $zz_out = File::Spec->catdir($zz_path, "ps2hw_gl4.h");
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glsl2h($zz_path, $zz_out, \@zz_res);
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sub concat {
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my $in_dir = shift;
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my $out_file = shift;
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my $glsl_files = shift;
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my $line;
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open(my $TMP, ">$out_file");
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foreach my $file (@{$glsl_files}) {
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open(my $GLSL, File::Spec->catfile($in_dir, $file)) or die "$! : $file";
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while(defined($line = <$GLSL>)) {
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print $TMP $line;
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}
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}
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}
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sub glsl2h {
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my $in_dir = shift;
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my $out_file = shift;
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@ -87,7 +116,7 @@ EOS
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$name =~ s/\./_/;
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$data .= "\nstatic const char* $name =\n";
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open(my $GLSL, File::Spec->catfile($in_dir, $file)) or die;
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open(my $GLSL, File::Spec->catfile($in_dir, $file)) or die "$! : $file";
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my $line;
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while(defined($line = <$GLSL>)) {
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chomp $line;
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@ -662,7 +662,7 @@ GLuint GSDeviceOGL::CompileVS(VSSelector sel)
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+ format("#define VS_WILDHACK %d\n", sel.wildhack)
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;
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return m_shader->Compile("tfx.glsl", "vs_main", GL_VERTEX_SHADER, tfx_glsl, macro);
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return m_shader->Compile("tfx_vgs.glsl", "vs_main", GL_VERTEX_SHADER, tfx_vgs_glsl, macro);
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}
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/* Note: must be here because tfx_glsl is static */
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@ -671,7 +671,7 @@ GLuint GSDeviceOGL::CompileGS()
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#ifdef ENABLE_GLES
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return 0;
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#else
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return m_shader->Compile("tfx.glsl", "gs_main", GL_GEOMETRY_SHADER, tfx_glsl, "");
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return m_shader->Compile("tfx_vgs.glsl", "gs_main", GL_GEOMETRY_SHADER, tfx_vgs_glsl, "");
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#endif
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}
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@ -699,7 +699,7 @@ GLuint GSDeviceOGL::CompilePS(PSSelector sel)
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+ format("#define PS_IIP %d\n", sel.iip)
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;
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return m_shader->Compile("tfx.glsl", "ps_main", GL_FRAGMENT_SHADER, tfx_glsl, macro);
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return m_shader->Compile("tfx.glsl", "ps_main", GL_FRAGMENT_SHADER, tfx_fs_all_glsl, macro);
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}
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GSTexture* GSDeviceOGL::CreateRenderTarget(int w, int h, bool msaa, int format)
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@ -448,27 +448,9 @@ static const char* shadeboost_glsl =
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"#endif\n"
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;
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static const char* tfx_glsl =
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static const char* tfx_vgs_glsl =
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"//#version 420 // Keep it for text editor detection\n"
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"\n"
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"// note lerp => mix\n"
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"\n"
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"#define FMT_32 0\n"
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"#define FMT_24 1\n"
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"#define FMT_16 2\n"
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"#define FMT_PAL 4 /* flag bit */\n"
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"\n"
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"// APITRACE_DEBUG allows to force pixel output to easily detect\n"
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"// the fragment computed by primitive\n"
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"#define APITRACE_DEBUG 0\n"
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"// TEX_COORD_DEBUG output the uv coordinate as color. It is useful\n"
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"// to detect bad sampling due to upscaling\n"
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"//#define TEX_COORD_DEBUG\n"
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"\n"
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"// Not sure we have same issue on opengl. Doesn't work anyway on ATI card\n"
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"// And I say this as an ATI user.\n"
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"#define ATI_SUCKS 0\n"
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"\n"
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"#ifndef VS_BPPZ\n"
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"#define VS_BPPZ 0\n"
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"#define VS_TME 1\n"
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@ -476,28 +458,6 @@ static const char* tfx_glsl =
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"#define VS_LOGZ 0\n"
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"#endif\n"
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"\n"
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"#ifndef PS_FST\n"
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"#define PS_FST 0\n"
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"#define PS_WMS 0\n"
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"#define PS_WMT 0\n"
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"#define PS_FMT FMT_32\n"
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"#define PS_AEM 0\n"
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"#define PS_TFX 0\n"
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"#define PS_TCC 1\n"
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"#define PS_ATST 1\n"
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"#define PS_FOG 0\n"
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"#define PS_CLR1 0\n"
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"#define PS_FBA 0\n"
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"#define PS_AOUT 0\n"
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"#define PS_LTF 1\n"
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"#define PS_COLCLIP 0\n"
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"#define PS_DATE 0\n"
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"#define PS_SPRITEHACK 0\n"
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"#define PS_POINT_SAMPLER 0\n"
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"#define PS_TCOFFSETHACK 0\n"
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"#define PS_IIP 1\n"
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"#endif\n"
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"\n"
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"struct vertex\n"
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"{\n"
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" vec4 t;\n"
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@ -747,6 +707,50 @@ static const char* tfx_glsl =
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"}\n"
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"\n"
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"#endif\n"
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;
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static const char* tfx_fs_all_glsl =
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"//#version 420 // Keep it for text editor detection\n"
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"\n"
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"// note lerp => mix\n"
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"\n"
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"#define FMT_32 0\n"
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"#define FMT_24 1\n"
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"#define FMT_16 2\n"
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"#define FMT_PAL 4 /* flag bit */\n"
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"\n"
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"// APITRACE_DEBUG allows to force pixel output to easily detect\n"
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"// the fragment computed by primitive\n"
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"#define APITRACE_DEBUG 0\n"
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"// TEX_COORD_DEBUG output the uv coordinate as color. It is useful\n"
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"// to detect bad sampling due to upscaling\n"
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"//#define TEX_COORD_DEBUG\n"
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"\n"
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"// Not sure we have same issue on opengl. Doesn't work anyway on ATI card\n"
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"// And I say this as an ATI user.\n"
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"#define ATI_SUCKS 0\n"
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"\n"
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"#ifndef PS_FST\n"
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"#define PS_FST 0\n"
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"#define PS_WMS 0\n"
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"#define PS_WMT 0\n"
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"#define PS_FMT FMT_32\n"
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"#define PS_AEM 0\n"
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"#define PS_TFX 0\n"
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"#define PS_TCC 1\n"
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"#define PS_ATST 1\n"
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"#define PS_FOG 0\n"
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"#define PS_CLR1 0\n"
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"#define PS_FBA 0\n"
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"#define PS_AOUT 0\n"
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"#define PS_LTF 1\n"
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"#define PS_COLCLIP 0\n"
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"#define PS_DATE 0\n"
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"#define PS_SPRITEHACK 0\n"
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"#define PS_POINT_SAMPLER 0\n"
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"#define PS_TCOFFSETHACK 0\n"
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"#define PS_IIP 1\n"
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"#endif\n"
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"\n"
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"#ifdef FRAGMENT_SHADER\n"
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"\n"
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" vec4 TC_OffsetHack;\n"
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"};\n"
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"\n"
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"#ifdef SUBROUTINE_GL40\n"
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"// Function pointer type + the functionn pointer variable\n"
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"subroutine void AlphaTestType(vec4 c);\n"
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"layout(location = 0) subroutine uniform AlphaTestType atst;\n"
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"\n"
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"subroutine vec4 TfxType(vec4 t, vec4 c);\n"
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"layout(location = 2) subroutine uniform TfxType tfx;\n"
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"\n"
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"subroutine void ColClipType(inout vec4 c);\n"
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"layout(location = 1) subroutine uniform ColClipType colclip;\n"
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"#endif\n"
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"\n"
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"\n"
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"vec4 sample_c(vec2 uv)\n"
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"{\n"
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" // FIXME: check the issue on openGL\n"
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@ -830,94 +847,6 @@ static const char* tfx_glsl =
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" return texture(PaletteSampler, vec2(u, 0.0f));\n"
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"}\n"
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"\n"
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"#if 0\n"
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"vec4 sample_rt(vec2 uv)\n"
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"{\n"
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" return texture(RTCopySampler, uv);\n"
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"}\n"
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"#endif\n"
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"\n"
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"// FIXME crash nvidia\n"
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"#if 0\n"
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"// Function pointer type\n"
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"subroutine vec4 WrapType(vec4 uv);\n"
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"\n"
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"// a function pointer variable\n"
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"layout(location = 4) subroutine uniform WrapType wrapuv;\n"
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"\n"
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"layout(index = 24) subroutine(WrapType)\n"
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"vec4 wrapuv_wms_wmt_2(vec4 uv)\n"
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"{\n"
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" vec4 uv_out = uv;\n"
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" uv_out = clamp(uv, MinMax.xyxy, MinMax.zwzw);\n"
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" return uv_out;\n"
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"}\n"
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"\n"
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"layout(index = 25) subroutine(WrapType)\n"
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"vec4 wrapuv_wms_wmt3(vec4 uv)\n"
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"{\n"
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" vec4 uv_out = uv;\n"
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" uv_out = vec4((ivec4(uv * WH.xyxy) & ivec4(MskFix.xyxy)) | ivec4(MskFix.zwzw)) / WH.xyxy;\n"
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" return uv_out;\n"
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"}\n"
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"\n"
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"layout(index = 26) subroutine(WrapType)\n"
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"vec4 wrapuv_wms2_wmt3(vec4 uv)\n"
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"{\n"
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" vec4 uv_out = uv;\n"
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" uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);\n"
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" uv_out.yw = vec2((ivec2(uv.yw * WH.yy) & ivec2(MskFix.yy)) | ivec2(MskFix.ww)) / WH.yy;\n"
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" return uv_out;\n"
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"}\n"
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"\n"
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"layout(index = 27) subroutine(WrapType)\n"
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"vec4 wrapuv_wms3_wmt2(vec4 uv)\n"
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"{\n"
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" vec4 uv_out = uv;\n"
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" uv_out.xz = vec2((ivec2(uv.xz * WH.xx) & ivec2(MskFix.xx)) | ivec2(MskFix.zz)) / WH.xx;\n"
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" uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);\n"
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" return uv_out;\n"
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"}\n"
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"\n"
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"layout(index = 28) subroutine(WrapType)\n"
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"vec4 wrapuv_wms2_wmtx(vec4 uv)\n"
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"{\n"
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" vec4 uv_out = uv;\n"
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" uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);\n"
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" return uv_out;\n"
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"}\n"
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"\n"
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"layout(index = 29) subroutine(WrapType)\n"
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"vec4 wrapuv_wmsx_wmt3(vec4 uv)\n"
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"{\n"
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" vec4 uv_out = uv;\n"
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" uv_out.yw = vec2((ivec2(uv.yw * WH.yy) & ivec2(MskFix.yy)) | ivec2(MskFix.ww)) / WH.yy;\n"
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" return uv_out;\n"
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"}\n"
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"\n"
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"layout(index = 30) subroutine(WrapType)\n"
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"vec4 wrapuv_wms3_wmtx(vec4 uv)\n"
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"{\n"
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" vec4 uv_out = uv;\n"
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" uv_out.xz = vec2((ivec2(uv.xz * WH.xx) & ivec2(MskFix.xx)) | ivec2(MskFix.zz)) / WH.xx;\n"
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" return uv_out;\n"
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"}\n"
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"\n"
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"layout(index = 31) subroutine(WrapType)\n"
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"vec4 wrapuv_wmsx_wmt2(vec4 uv)\n"
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"{\n"
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" vec4 uv_out = uv;\n"
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" uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);\n"
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" return uv_out;\n"
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"}\n"
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"\n"
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"layout(index = 32) subroutine(WrapType)\n"
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"vec4 wrapuv_dummy(vec4 uv)\n"
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"{\n"
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" return uv;\n"
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"}\n"
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"\n"
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"#else\n"
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"vec4 wrapuv(vec4 uv)\n"
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"{\n"
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" vec4 uv_out = uv;\n"
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@ -955,45 +884,7 @@ static const char* tfx_glsl =
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"\n"
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" return uv_out;\n"
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"}\n"
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"#endif\n"
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"\n"
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"// FIXME crash nvidia\n"
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"#if 0\n"
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"// Function pointer type\n"
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"subroutine vec2 ClampType(vec2 uv);\n"
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"\n"
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"// a function pointer variable\n"
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"layout(location = 3) subroutine uniform ClampType clampuv;\n"
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"\n"
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"layout(index = 20) subroutine(ClampType)\n"
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"vec2 clampuv_wms2_wmt2(vec2 uv)\n"
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"{\n"
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" return clamp(uv, MinF, MinMax.zw);\n"
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"}\n"
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"\n"
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"layout(index = 21) subroutine(ClampType)\n"
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"vec2 clampuv_wms2(vec2 uv)\n"
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"{\n"
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" vec2 uv_out = uv;\n"
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" uv_out.x = clamp(uv.x, MinF.x, MinMax.z);\n"
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" return uv_out;\n"
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"}\n"
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"\n"
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"layout(index = 22) subroutine(ClampType)\n"
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"vec2 clampuv_wmt2(vec2 uv)\n"
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"{\n"
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" vec2 uv_out = uv;\n"
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" uv_out.y = clamp(uv.y, MinF.y, MinMax.w);\n"
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" return uv_out;\n"
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"}\n"
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"\n"
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"layout(index = 23) subroutine(ClampType)\n"
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"vec2 clampuv_dummy(vec2 uv)\n"
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"{\n"
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" return uv;\n"
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"}\n"
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"\n"
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"#else\n"
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"vec2 clampuv(vec2 uv)\n"
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"{\n"
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" vec2 uv_out = uv;\n"
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@ -1013,7 +904,6 @@ static const char* tfx_glsl =
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"\n"
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" return uv_out;\n"
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"}\n"
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"#endif\n"
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"\n"
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"mat4 sample_4c(vec4 uv)\n"
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"{\n"
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|
@ -1128,86 +1018,7 @@ static const char* tfx_glsl =
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" return t;\n"
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"}\n"
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"\n"
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"#ifdef SUBROUTINE_GL40\n"
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"// Function pointer type\n"
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"subroutine vec4 TfxType(vec4 t, vec4 c);\n"
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"\n"
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"// a function pointer variable\n"
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"layout(location = 2) subroutine uniform TfxType tfx;\n"
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"\n"
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"layout(index = 11) subroutine(TfxType)\n"
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"vec4 tfx_0_tcc_0(vec4 t, vec4 c)\n"
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"{\n"
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" vec4 c_out = c;\n"
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" c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f;\n"
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" return c_out;\n"
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"}\n"
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"\n"
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"layout(index = 12) subroutine(TfxType)\n"
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"vec4 tfx_1_tcc_0(vec4 t, vec4 c)\n"
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"{\n"
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" vec4 c_out = c;\n"
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" c_out.rgb = t.rgb;\n"
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" return c_out;\n"
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"}\n"
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"\n"
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"layout(index = 13) subroutine(TfxType)\n"
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"vec4 tfx_2_tcc_0(vec4 t, vec4 c)\n"
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"{\n"
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" vec4 c_out = c;\n"
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" c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f + c.a;\n"
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" return c_out;\n"
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"}\n"
|
||||
"\n"
|
||||
"layout(index = 14) subroutine(TfxType)\n"
|
||||
"vec4 tfx_3_tcc_0(vec4 t, vec4 c)\n"
|
||||
"{\n"
|
||||
" vec4 c_out = c;\n"
|
||||
" c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f + c.a;\n"
|
||||
" return c_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 15) subroutine(TfxType)\n"
|
||||
"vec4 tfx_0_tcc_1(vec4 t, vec4 c)\n"
|
||||
"{\n"
|
||||
" vec4 c_out = c;\n"
|
||||
" c_out = c * t * 255.0f / 128.0f;\n"
|
||||
" return c_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 16) subroutine(TfxType)\n"
|
||||
"vec4 tfx_1_tcc_1(vec4 t, vec4 c)\n"
|
||||
"{\n"
|
||||
" vec4 c_out = c;\n"
|
||||
" c_out = t;\n"
|
||||
" return c_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 17) subroutine(TfxType)\n"
|
||||
"vec4 tfx_2_tcc_1(vec4 t, vec4 c)\n"
|
||||
"{\n"
|
||||
" vec4 c_out = c;\n"
|
||||
" c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f + c.a;\n"
|
||||
" c_out.a += t.a;\n"
|
||||
" return c_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 18) subroutine(TfxType)\n"
|
||||
"vec4 tfx_3_tcc_1(vec4 t, vec4 c)\n"
|
||||
"{\n"
|
||||
" vec4 c_out = c;\n"
|
||||
" c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f + c.a;\n"
|
||||
" c_out.a = t.a;\n"
|
||||
" return c_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 19) subroutine(TfxType)\n"
|
||||
"vec4 tfx_dummy(vec4 t, vec4 c)\n"
|
||||
"{\n"
|
||||
" return c;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"#else\n"
|
||||
"#ifndef SUBROUTINE_GL40\n"
|
||||
"vec4 tfx(vec4 t, vec4 c)\n"
|
||||
"{\n"
|
||||
" vec4 c_out = c;\n"
|
||||
|
@ -1256,91 +1067,7 @@ static const char* tfx_glsl =
|
|||
"}\n"
|
||||
"#endif\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"#if 0\n"
|
||||
"void datst()\n"
|
||||
"{\n"
|
||||
"#if PS_DATE > 0\n"
|
||||
" float alpha = sample_rt(PSin_tp.xy).a;\n"
|
||||
" float alpha0x80 = 128.0 / 255;\n"
|
||||
"\n"
|
||||
" if (PS_DATE == 1 && alpha >= alpha0x80)\n"
|
||||
" discard;\n"
|
||||
" else if (PS_DATE == 2 && alpha < alpha0x80)\n"
|
||||
" discard;\n"
|
||||
"#endif\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
"\n"
|
||||
"#ifdef SUBROUTINE_GL40\n"
|
||||
"// Function pointer type\n"
|
||||
"subroutine void AlphaTestType(vec4 c);\n"
|
||||
"\n"
|
||||
"// a function pointer variable\n"
|
||||
"layout(location = 0) subroutine uniform AlphaTestType atst;\n"
|
||||
"\n"
|
||||
"layout(index = 0) subroutine(AlphaTestType)\n"
|
||||
"void atest_never(vec4 c)\n"
|
||||
"{\n"
|
||||
" discard;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 1) subroutine(AlphaTestType)\n"
|
||||
"void atest_always(vec4 c)\n"
|
||||
"{\n"
|
||||
" // Nothing to do\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 2) subroutine(AlphaTestType)\n"
|
||||
"void atest_l(vec4 c)\n"
|
||||
"{\n"
|
||||
" float a = trunc(c.a * 255.0 + 0.01);\n"
|
||||
" if (PS_SPRITEHACK == 0)\n"
|
||||
" if ((AREF - a - 0.5f) < 0.0f)\n"
|
||||
" discard;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 3) subroutine(AlphaTestType)\n"
|
||||
"void atest_le(vec4 c)\n"
|
||||
"{\n"
|
||||
" float a = trunc(c.a * 255.0 + 0.01);\n"
|
||||
" if ((AREF - a + 0.5f) < 0.0f)\n"
|
||||
" discard;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 4) subroutine(AlphaTestType)\n"
|
||||
"void atest_e(vec4 c)\n"
|
||||
"{\n"
|
||||
" float a = trunc(c.a * 255.0 + 0.01);\n"
|
||||
" if ((0.5f - abs(a - AREF)) < 0.0f)\n"
|
||||
" discard;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 5) subroutine(AlphaTestType)\n"
|
||||
"void atest_ge(vec4 c)\n"
|
||||
"{\n"
|
||||
" float a = trunc(c.a * 255.0 + 0.01);\n"
|
||||
" if ((a-AREF + 0.5f) < 0.0f)\n"
|
||||
" discard;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 6) subroutine(AlphaTestType)\n"
|
||||
"void atest_g(vec4 c)\n"
|
||||
"{\n"
|
||||
" float a = trunc(c.a * 255.0 + 0.01);\n"
|
||||
" if ((a-AREF - 0.5f) < 0.0f)\n"
|
||||
" discard;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 7) subroutine(AlphaTestType)\n"
|
||||
"void atest_ne(vec4 c)\n"
|
||||
"{\n"
|
||||
" float a = trunc(c.a * 255.0 + 0.01);\n"
|
||||
" if ((abs(a - AREF) - 0.5f) < 0.0f)\n"
|
||||
" discard;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"#else\n"
|
||||
"#ifndef SUBROUTINE_GL40\n"
|
||||
"void atst(vec4 c)\n"
|
||||
"{\n"
|
||||
" float a = trunc(c.a * 255.0 + 0.01);\n"
|
||||
|
@ -1388,39 +1115,7 @@ static const char* tfx_glsl =
|
|||
"#endif\n"
|
||||
"\n"
|
||||
"// Note layout stuff might require gl4.3\n"
|
||||
"#ifdef SUBROUTINE_GL40\n"
|
||||
"// Function pointer type\n"
|
||||
"subroutine void ColClipType(inout vec4 c);\n"
|
||||
"\n"
|
||||
"// a function pointer variable\n"
|
||||
"layout(location = 1) subroutine uniform ColClipType colclip;\n"
|
||||
"\n"
|
||||
"layout(index = 8) subroutine(ColClipType)\n"
|
||||
"void colclip_0(inout vec4 c)\n"
|
||||
"{\n"
|
||||
" // nothing to do\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 9) subroutine(ColClipType)\n"
|
||||
"void colclip_1(inout vec4 c)\n"
|
||||
"{\n"
|
||||
" // FIXME !!!!\n"
|
||||
" //c.rgb *= c.rgb < 128./255;\n"
|
||||
" bvec3 factor = bvec3(128.0f/255.0f, 128.0f/255.0f, 128.0f/255.0f);\n"
|
||||
" c.rgb *= vec3(factor);\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 10) subroutine(ColClipType)\n"
|
||||
"void colclip_2(inout vec4 c)\n"
|
||||
"{\n"
|
||||
" c.rgb = 256.0f/255.0f - c.rgb;\n"
|
||||
" // FIXME !!!!\n"
|
||||
" //c.rgb *= c.rgb < 128./255;\n"
|
||||
" bvec3 factor = bvec3(128.0f/255.0f, 128.0f/255.0f, 128.0f/255.0f);\n"
|
||||
" c.rgb *= vec3(factor);\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"#else\n"
|
||||
"#ifndef SUBROUTINE_GL40\n"
|
||||
"void colclip(inout vec4 c)\n"
|
||||
"{\n"
|
||||
" if (PS_COLCLIP == 2)\n"
|
||||
|
@ -1554,6 +1249,291 @@ static const char* tfx_glsl =
|
|||
"#endif // !pGL_ES\n"
|
||||
"\n"
|
||||
"#endif\n"
|
||||
"//#version 420 // Keep it for text editor detection\n"
|
||||
"\n"
|
||||
"// Subroutine of standard fs function (I don't know if it will be ever used one day)\n"
|
||||
"\n"
|
||||
"// FIXME crash nvidia\n"
|
||||
"#if 0\n"
|
||||
"// Function pointer type\n"
|
||||
"subroutine vec4 WrapType(vec4 uv);\n"
|
||||
"\n"
|
||||
"// a function pointer variable\n"
|
||||
"layout(location = 4) subroutine uniform WrapType wrapuv;\n"
|
||||
"\n"
|
||||
"layout(index = 24) subroutine(WrapType)\n"
|
||||
"vec4 wrapuv_wms_wmt_2(vec4 uv)\n"
|
||||
"{\n"
|
||||
" vec4 uv_out = uv;\n"
|
||||
" uv_out = clamp(uv, MinMax.xyxy, MinMax.zwzw);\n"
|
||||
" return uv_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 25) subroutine(WrapType)\n"
|
||||
"vec4 wrapuv_wms_wmt3(vec4 uv)\n"
|
||||
"{\n"
|
||||
" vec4 uv_out = uv;\n"
|
||||
" uv_out = vec4((ivec4(uv * WH.xyxy) & ivec4(MskFix.xyxy)) | ivec4(MskFix.zwzw)) / WH.xyxy;\n"
|
||||
" return uv_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 26) subroutine(WrapType)\n"
|
||||
"vec4 wrapuv_wms2_wmt3(vec4 uv)\n"
|
||||
"{\n"
|
||||
" vec4 uv_out = uv;\n"
|
||||
" uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);\n"
|
||||
" uv_out.yw = vec2((ivec2(uv.yw * WH.yy) & ivec2(MskFix.yy)) | ivec2(MskFix.ww)) / WH.yy;\n"
|
||||
" return uv_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 27) subroutine(WrapType)\n"
|
||||
"vec4 wrapuv_wms3_wmt2(vec4 uv)\n"
|
||||
"{\n"
|
||||
" vec4 uv_out = uv;\n"
|
||||
" uv_out.xz = vec2((ivec2(uv.xz * WH.xx) & ivec2(MskFix.xx)) | ivec2(MskFix.zz)) / WH.xx;\n"
|
||||
" uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);\n"
|
||||
" return uv_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 28) subroutine(WrapType)\n"
|
||||
"vec4 wrapuv_wms2_wmtx(vec4 uv)\n"
|
||||
"{\n"
|
||||
" vec4 uv_out = uv;\n"
|
||||
" uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);\n"
|
||||
" return uv_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 29) subroutine(WrapType)\n"
|
||||
"vec4 wrapuv_wmsx_wmt3(vec4 uv)\n"
|
||||
"{\n"
|
||||
" vec4 uv_out = uv;\n"
|
||||
" uv_out.yw = vec2((ivec2(uv.yw * WH.yy) & ivec2(MskFix.yy)) | ivec2(MskFix.ww)) / WH.yy;\n"
|
||||
" return uv_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 30) subroutine(WrapType)\n"
|
||||
"vec4 wrapuv_wms3_wmtx(vec4 uv)\n"
|
||||
"{\n"
|
||||
" vec4 uv_out = uv;\n"
|
||||
" uv_out.xz = vec2((ivec2(uv.xz * WH.xx) & ivec2(MskFix.xx)) | ivec2(MskFix.zz)) / WH.xx;\n"
|
||||
" return uv_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 31) subroutine(WrapType)\n"
|
||||
"vec4 wrapuv_wmsx_wmt2(vec4 uv)\n"
|
||||
"{\n"
|
||||
" vec4 uv_out = uv;\n"
|
||||
" uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);\n"
|
||||
" return uv_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 32) subroutine(WrapType)\n"
|
||||
"vec4 wrapuv_dummy(vec4 uv)\n"
|
||||
"{\n"
|
||||
" return uv;\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
"\n"
|
||||
"// FIXME crash nvidia\n"
|
||||
"#if 0\n"
|
||||
"// Function pointer type\n"
|
||||
"subroutine vec2 ClampType(vec2 uv);\n"
|
||||
"\n"
|
||||
"// a function pointer variable\n"
|
||||
"layout(location = 3) subroutine uniform ClampType clampuv;\n"
|
||||
"\n"
|
||||
"layout(index = 20) subroutine(ClampType)\n"
|
||||
"vec2 clampuv_wms2_wmt2(vec2 uv)\n"
|
||||
"{\n"
|
||||
" return clamp(uv, MinF, MinMax.zw);\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 21) subroutine(ClampType)\n"
|
||||
"vec2 clampuv_wms2(vec2 uv)\n"
|
||||
"{\n"
|
||||
" vec2 uv_out = uv;\n"
|
||||
" uv_out.x = clamp(uv.x, MinF.x, MinMax.z);\n"
|
||||
" return uv_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 22) subroutine(ClampType)\n"
|
||||
"vec2 clampuv_wmt2(vec2 uv)\n"
|
||||
"{\n"
|
||||
" vec2 uv_out = uv;\n"
|
||||
" uv_out.y = clamp(uv.y, MinF.y, MinMax.w);\n"
|
||||
" return uv_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 23) subroutine(ClampType)\n"
|
||||
"vec2 clampuv_dummy(vec2 uv)\n"
|
||||
"{\n"
|
||||
" return uv;\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
"\n"
|
||||
"#ifdef SUBROUTINE_GL40\n"
|
||||
"layout(index = 11) subroutine(TfxType)\n"
|
||||
"vec4 tfx_0_tcc_0(vec4 t, vec4 c)\n"
|
||||
"{\n"
|
||||
" vec4 c_out = c;\n"
|
||||
" c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f;\n"
|
||||
" return c_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 12) subroutine(TfxType)\n"
|
||||
"vec4 tfx_1_tcc_0(vec4 t, vec4 c)\n"
|
||||
"{\n"
|
||||
" vec4 c_out = c;\n"
|
||||
" c_out.rgb = t.rgb;\n"
|
||||
" return c_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 13) subroutine(TfxType)\n"
|
||||
"vec4 tfx_2_tcc_0(vec4 t, vec4 c)\n"
|
||||
"{\n"
|
||||
" vec4 c_out = c;\n"
|
||||
" c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f + c.a;\n"
|
||||
" return c_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 14) subroutine(TfxType)\n"
|
||||
"vec4 tfx_3_tcc_0(vec4 t, vec4 c)\n"
|
||||
"{\n"
|
||||
" vec4 c_out = c;\n"
|
||||
" c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f + c.a;\n"
|
||||
" return c_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 15) subroutine(TfxType)\n"
|
||||
"vec4 tfx_0_tcc_1(vec4 t, vec4 c)\n"
|
||||
"{\n"
|
||||
" vec4 c_out = c;\n"
|
||||
" c_out = c * t * 255.0f / 128.0f;\n"
|
||||
" return c_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 16) subroutine(TfxType)\n"
|
||||
"vec4 tfx_1_tcc_1(vec4 t, vec4 c)\n"
|
||||
"{\n"
|
||||
" vec4 c_out = c;\n"
|
||||
" c_out = t;\n"
|
||||
" return c_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 17) subroutine(TfxType)\n"
|
||||
"vec4 tfx_2_tcc_1(vec4 t, vec4 c)\n"
|
||||
"{\n"
|
||||
" vec4 c_out = c;\n"
|
||||
" c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f + c.a;\n"
|
||||
" c_out.a += t.a;\n"
|
||||
" return c_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 18) subroutine(TfxType)\n"
|
||||
"vec4 tfx_3_tcc_1(vec4 t, vec4 c)\n"
|
||||
"{\n"
|
||||
" vec4 c_out = c;\n"
|
||||
" c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f + c.a;\n"
|
||||
" c_out.a = t.a;\n"
|
||||
" return c_out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 19) subroutine(TfxType)\n"
|
||||
"vec4 tfx_dummy(vec4 t, vec4 c)\n"
|
||||
"{\n"
|
||||
" return c;\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
"\n"
|
||||
"#ifdef SUBROUTINE_GL40\n"
|
||||
"layout(index = 0) subroutine(AlphaTestType)\n"
|
||||
"void atest_never(vec4 c)\n"
|
||||
"{\n"
|
||||
" discard;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 1) subroutine(AlphaTestType)\n"
|
||||
"void atest_always(vec4 c)\n"
|
||||
"{\n"
|
||||
" // Nothing to do\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 2) subroutine(AlphaTestType)\n"
|
||||
"void atest_l(vec4 c)\n"
|
||||
"{\n"
|
||||
" float a = trunc(c.a * 255.0 + 0.01);\n"
|
||||
" if (PS_SPRITEHACK == 0)\n"
|
||||
" if ((AREF - a - 0.5f) < 0.0f)\n"
|
||||
" discard;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 3) subroutine(AlphaTestType)\n"
|
||||
"void atest_le(vec4 c)\n"
|
||||
"{\n"
|
||||
" float a = trunc(c.a * 255.0 + 0.01);\n"
|
||||
" if ((AREF - a + 0.5f) < 0.0f)\n"
|
||||
" discard;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 4) subroutine(AlphaTestType)\n"
|
||||
"void atest_e(vec4 c)\n"
|
||||
"{\n"
|
||||
" float a = trunc(c.a * 255.0 + 0.01);\n"
|
||||
" if ((0.5f - abs(a - AREF)) < 0.0f)\n"
|
||||
" discard;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 5) subroutine(AlphaTestType)\n"
|
||||
"void atest_ge(vec4 c)\n"
|
||||
"{\n"
|
||||
" float a = trunc(c.a * 255.0 + 0.01);\n"
|
||||
" if ((a-AREF + 0.5f) < 0.0f)\n"
|
||||
" discard;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 6) subroutine(AlphaTestType)\n"
|
||||
"void atest_g(vec4 c)\n"
|
||||
"{\n"
|
||||
" float a = trunc(c.a * 255.0 + 0.01);\n"
|
||||
" if ((a-AREF - 0.5f) < 0.0f)\n"
|
||||
" discard;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 7) subroutine(AlphaTestType)\n"
|
||||
"void atest_ne(vec4 c)\n"
|
||||
"{\n"
|
||||
" float a = trunc(c.a * 255.0 + 0.01);\n"
|
||||
" if ((abs(a - AREF) - 0.5f) < 0.0f)\n"
|
||||
" discard;\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
"\n"
|
||||
"#ifdef SUBROUTINE_GL40\n"
|
||||
"layout(index = 8) subroutine(ColClipType)\n"
|
||||
"void colclip_0(inout vec4 c)\n"
|
||||
"{\n"
|
||||
" // nothing to do\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 9) subroutine(ColClipType)\n"
|
||||
"void colclip_1(inout vec4 c)\n"
|
||||
"{\n"
|
||||
" // FIXME !!!!\n"
|
||||
" //c.rgb *= c.rgb < 128./255;\n"
|
||||
" bvec3 factor = bvec3(128.0f/255.0f, 128.0f/255.0f, 128.0f/255.0f);\n"
|
||||
" c.rgb *= vec3(factor);\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"layout(index = 10) subroutine(ColClipType)\n"
|
||||
"void colclip_2(inout vec4 c)\n"
|
||||
"{\n"
|
||||
" c.rgb = 256.0f/255.0f - c.rgb;\n"
|
||||
" // FIXME !!!!\n"
|
||||
" //c.rgb *= c.rgb < 128./255;\n"
|
||||
" bvec3 factor = bvec3(128.0f/255.0f, 128.0f/255.0f, 128.0f/255.0f);\n"
|
||||
" c.rgb *= vec3(factor);\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
;
|
||||
|
||||
static const char* fxaa_fx =
|
||||
|
|
|
@ -0,0 +1,539 @@
|
|||
//#version 420 // Keep it for text editor detection
|
||||
|
||||
// note lerp => mix
|
||||
|
||||
#define FMT_32 0
|
||||
#define FMT_24 1
|
||||
#define FMT_16 2
|
||||
#define FMT_PAL 4 /* flag bit */
|
||||
|
||||
// APITRACE_DEBUG allows to force pixel output to easily detect
|
||||
// the fragment computed by primitive
|
||||
#define APITRACE_DEBUG 0
|
||||
// TEX_COORD_DEBUG output the uv coordinate as color. It is useful
|
||||
// to detect bad sampling due to upscaling
|
||||
//#define TEX_COORD_DEBUG
|
||||
|
||||
// Not sure we have same issue on opengl. Doesn't work anyway on ATI card
|
||||
// And I say this as an ATI user.
|
||||
#define ATI_SUCKS 0
|
||||
|
||||
#ifndef PS_FST
|
||||
#define PS_FST 0
|
||||
#define PS_WMS 0
|
||||
#define PS_WMT 0
|
||||
#define PS_FMT FMT_32
|
||||
#define PS_AEM 0
|
||||
#define PS_TFX 0
|
||||
#define PS_TCC 1
|
||||
#define PS_ATST 1
|
||||
#define PS_FOG 0
|
||||
#define PS_CLR1 0
|
||||
#define PS_FBA 0
|
||||
#define PS_AOUT 0
|
||||
#define PS_LTF 1
|
||||
#define PS_COLCLIP 0
|
||||
#define PS_DATE 0
|
||||
#define PS_SPRITEHACK 0
|
||||
#define PS_POINT_SAMPLER 0
|
||||
#define PS_TCOFFSETHACK 0
|
||||
#define PS_IIP 1
|
||||
#endif
|
||||
|
||||
#ifdef FRAGMENT_SHADER
|
||||
|
||||
in SHADER
|
||||
{
|
||||
vec4 t;
|
||||
vec4 c;
|
||||
flat vec4 fc;
|
||||
} PSin;
|
||||
|
||||
#define PSin_t (PSin.t)
|
||||
#define PSin_c (PSin.c)
|
||||
#define PSin_fc (PSin.fc)
|
||||
|
||||
// Same buffer but 2 colors for dual source blending
|
||||
#if pGL_ES
|
||||
layout(location = 0) out vec4 SV_Target0;
|
||||
#else
|
||||
layout(location = 0, index = 0) out vec4 SV_Target0;
|
||||
layout(location = 0, index = 1) out vec4 SV_Target1;
|
||||
#endif
|
||||
|
||||
#ifdef ENABLE_BINDLESS_TEX
|
||||
layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;
|
||||
layout(bindless_sampler, location = 1) uniform sampler2D PaletteSampler;
|
||||
#else
|
||||
layout(binding = 0) uniform sampler2D TextureSampler;
|
||||
layout(binding = 1) uniform sampler2D PaletteSampler;
|
||||
#endif
|
||||
|
||||
#ifndef DISABLE_GL42_image
|
||||
#if PS_DATE > 0
|
||||
// FIXME how to declare memory access
|
||||
layout(r32i, binding = 2) coherent uniform iimage2D img_prim_min;
|
||||
#endif
|
||||
#else
|
||||
// use basic stencil
|
||||
#endif
|
||||
|
||||
#ifndef DISABLE_GL42_image
|
||||
#if PS_DATE > 0
|
||||
// origin_upper_left
|
||||
layout(pixel_center_integer) in vec4 gl_FragCoord;
|
||||
//in int gl_PrimitiveID;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
layout(std140, binding = 21) uniform cb21
|
||||
{
|
||||
vec3 FogColor;
|
||||
float AREF;
|
||||
vec4 WH;
|
||||
vec2 MinF;
|
||||
vec2 TA;
|
||||
uvec4 MskFix;
|
||||
vec4 HalfTexel;
|
||||
vec4 MinMax;
|
||||
vec4 TC_OffsetHack;
|
||||
};
|
||||
|
||||
#ifdef SUBROUTINE_GL40
|
||||
// Function pointer type + the functionn pointer variable
|
||||
subroutine void AlphaTestType(vec4 c);
|
||||
layout(location = 0) subroutine uniform AlphaTestType atst;
|
||||
|
||||
subroutine vec4 TfxType(vec4 t, vec4 c);
|
||||
layout(location = 2) subroutine uniform TfxType tfx;
|
||||
|
||||
subroutine void ColClipType(inout vec4 c);
|
||||
layout(location = 1) subroutine uniform ColClipType colclip;
|
||||
#endif
|
||||
|
||||
|
||||
vec4 sample_c(vec2 uv)
|
||||
{
|
||||
// FIXME: check the issue on openGL
|
||||
if (ATI_SUCKS == 1 && PS_POINT_SAMPLER == 1)
|
||||
{
|
||||
// Weird issue with ATI cards (happens on at least HD 4xxx and 5xxx),
|
||||
// it looks like they add 127/128 of a texel to sampling coordinates
|
||||
// occasionally causing point sampling to erroneously round up.
|
||||
// I'm manually adjusting coordinates to the centre of texels here,
|
||||
// though the centre is just paranoia, the top left corner works fine.
|
||||
uv = (trunc(uv * WH.zw) + vec2(0.5, 0.5)) / WH.zw;
|
||||
}
|
||||
|
||||
return texture(TextureSampler, uv);
|
||||
}
|
||||
|
||||
vec4 sample_p(float u)
|
||||
{
|
||||
//FIXME do we need a 1D sampler. Big impact on opengl to find 1 dim
|
||||
// So for the moment cheat with 0.0f dunno if it work
|
||||
return texture(PaletteSampler, vec2(u, 0.0f));
|
||||
}
|
||||
|
||||
vec4 wrapuv(vec4 uv)
|
||||
{
|
||||
vec4 uv_out = uv;
|
||||
|
||||
if(PS_WMS == PS_WMT)
|
||||
{
|
||||
if(PS_WMS == 2)
|
||||
{
|
||||
uv_out = clamp(uv, MinMax.xyxy, MinMax.zwzw);
|
||||
}
|
||||
else if(PS_WMS == 3)
|
||||
{
|
||||
uv_out = vec4((ivec4(uv * WH.xyxy) & ivec4(MskFix.xyxy)) | ivec4(MskFix.zwzw)) / WH.xyxy;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(PS_WMS == 2)
|
||||
{
|
||||
uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
|
||||
}
|
||||
else if(PS_WMS == 3)
|
||||
{
|
||||
uv_out.xz = vec2((ivec2(uv.xz * WH.xx) & ivec2(MskFix.xx)) | ivec2(MskFix.zz)) / WH.xx;
|
||||
}
|
||||
if(PS_WMT == 2)
|
||||
{
|
||||
uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
|
||||
}
|
||||
else if(PS_WMT == 3)
|
||||
{
|
||||
uv_out.yw = vec2((ivec2(uv.yw * WH.yy) & ivec2(MskFix.yy)) | ivec2(MskFix.ww)) / WH.yy;
|
||||
}
|
||||
}
|
||||
|
||||
return uv_out;
|
||||
}
|
||||
|
||||
vec2 clampuv(vec2 uv)
|
||||
{
|
||||
vec2 uv_out = uv;
|
||||
|
||||
if(PS_WMS == 2 && PS_WMT == 2)
|
||||
{
|
||||
uv_out = clamp(uv, MinF, MinMax.zw);
|
||||
}
|
||||
else if(PS_WMS == 2)
|
||||
{
|
||||
uv_out.x = clamp(uv.x, MinF.x, MinMax.z);
|
||||
}
|
||||
else if(PS_WMT == 2)
|
||||
{
|
||||
uv_out.y = clamp(uv.y, MinF.y, MinMax.w);
|
||||
}
|
||||
|
||||
return uv_out;
|
||||
}
|
||||
|
||||
mat4 sample_4c(vec4 uv)
|
||||
{
|
||||
mat4 c;
|
||||
|
||||
c[0] = sample_c(uv.xy);
|
||||
c[1] = sample_c(uv.zy);
|
||||
c[2] = sample_c(uv.xw);
|
||||
c[3] = sample_c(uv.zw);
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
vec4 sample_4a(vec4 uv)
|
||||
{
|
||||
vec4 c;
|
||||
|
||||
// Dx used the alpha channel.
|
||||
// Opengl is only 8 bits on red channel.
|
||||
c.x = sample_c(uv.xy).r;
|
||||
c.y = sample_c(uv.zy).r;
|
||||
c.z = sample_c(uv.xw).r;
|
||||
c.w = sample_c(uv.zw).r;
|
||||
|
||||
return c * 255.0/256.0 + 0.5/256.0;
|
||||
}
|
||||
|
||||
mat4 sample_4p(vec4 u)
|
||||
{
|
||||
mat4 c;
|
||||
|
||||
c[0] = sample_p(u.x);
|
||||
c[1] = sample_p(u.y);
|
||||
c[2] = sample_p(u.z);
|
||||
c[3] = sample_p(u.w);
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
vec4 sample_color(vec2 st, float q)
|
||||
{
|
||||
if(PS_FST == 0) st /= q;
|
||||
|
||||
if(PS_TCOFFSETHACK == 1) st += TC_OffsetHack.xy;
|
||||
|
||||
vec4 t;
|
||||
mat4 c;
|
||||
vec2 dd;
|
||||
|
||||
if (PS_LTF == 0 && PS_FMT <= FMT_16 && PS_WMS < 3 && PS_WMT < 3)
|
||||
{
|
||||
c[0] = sample_c(clampuv(st));
|
||||
#ifdef TEX_COORD_DEBUG
|
||||
c[0].rg = clampuv(st).xy;
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
vec4 uv;
|
||||
|
||||
if(PS_LTF != 0)
|
||||
{
|
||||
uv = st.xyxy + HalfTexel;
|
||||
dd = fract(uv.xy * WH.zw);
|
||||
}
|
||||
else
|
||||
{
|
||||
uv = st.xyxy;
|
||||
}
|
||||
|
||||
uv = wrapuv(uv);
|
||||
|
||||
if((PS_FMT & FMT_PAL) != 0)
|
||||
{
|
||||
c = sample_4p(sample_4a(uv));
|
||||
}
|
||||
else
|
||||
{
|
||||
c = sample_4c(uv);
|
||||
}
|
||||
#ifdef TEX_COORD_DEBUG
|
||||
c[0].rg = uv.xy;
|
||||
#endif
|
||||
}
|
||||
|
||||
// PERF: see the impact of the exansion before/after the interpolation
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
if((PS_FMT & ~FMT_PAL) == FMT_24)
|
||||
{
|
||||
// FIXME GLSL any only support bvec so try to mix it with notEqual
|
||||
bvec3 rgb_check = notEqual( c[i].rgb, vec3(0.0f, 0.0f, 0.0f) );
|
||||
c[i].a = ( (PS_AEM == 0) || any(rgb_check) ) ? TA.x : 0.0f;
|
||||
}
|
||||
else if((PS_FMT & ~FMT_PAL) == FMT_16)
|
||||
{
|
||||
// FIXME GLSL any only support bvec so try to mix it with notEqual
|
||||
bvec3 rgb_check = notEqual( c[i].rgb, vec3(0.0f, 0.0f, 0.0f) );
|
||||
c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(rgb_check) ) ? TA.x : 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
if(PS_LTF != 0)
|
||||
{
|
||||
t = mix(mix(c[0], c[1], dd.x), mix(c[2], c[3], dd.x), dd.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
t = c[0];
|
||||
}
|
||||
|
||||
return t;
|
||||
}
|
||||
|
||||
#ifndef SUBROUTINE_GL40
|
||||
vec4 tfx(vec4 t, vec4 c)
|
||||
{
|
||||
vec4 c_out = c;
|
||||
if(PS_TFX == 0)
|
||||
{
|
||||
if(PS_TCC != 0)
|
||||
{
|
||||
c_out = c * t * 255.0f / 128.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f;
|
||||
}
|
||||
}
|
||||
else if(PS_TFX == 1)
|
||||
{
|
||||
if(PS_TCC != 0)
|
||||
{
|
||||
c_out = t;
|
||||
}
|
||||
else
|
||||
{
|
||||
c_out.rgb = t.rgb;
|
||||
}
|
||||
}
|
||||
else if(PS_TFX == 2)
|
||||
{
|
||||
c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f + c.a;
|
||||
|
||||
if(PS_TCC != 0)
|
||||
{
|
||||
c_out.a += t.a;
|
||||
}
|
||||
}
|
||||
else if(PS_TFX == 3)
|
||||
{
|
||||
c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f + c.a;
|
||||
|
||||
if(PS_TCC != 0)
|
||||
{
|
||||
c_out.a = t.a;
|
||||
}
|
||||
}
|
||||
|
||||
return c_out;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifndef SUBROUTINE_GL40
|
||||
void atst(vec4 c)
|
||||
{
|
||||
float a = trunc(c.a * 255.0 + 0.01);
|
||||
|
||||
if(PS_ATST == 0) // never
|
||||
{
|
||||
discard;
|
||||
}
|
||||
else if(PS_ATST == 1) // always
|
||||
{
|
||||
// nothing to do
|
||||
}
|
||||
else if(PS_ATST == 2 ) // l
|
||||
{
|
||||
if (PS_SPRITEHACK == 0)
|
||||
if ((AREF - a - 0.5f) < 0.0f)
|
||||
discard;
|
||||
}
|
||||
else if(PS_ATST == 3 ) // le
|
||||
{
|
||||
if ((AREF - a + 0.5f) < 0.0f)
|
||||
discard;
|
||||
}
|
||||
else if(PS_ATST == 4) // e
|
||||
{
|
||||
if ((0.5f - abs(a - AREF)) < 0.0f)
|
||||
discard;
|
||||
}
|
||||
else if(PS_ATST == 5) // ge
|
||||
{
|
||||
if ((a-AREF + 0.5f) < 0.0f)
|
||||
discard;
|
||||
}
|
||||
else if(PS_ATST == 6) // g
|
||||
{
|
||||
if ((a-AREF - 0.5f) < 0.0f)
|
||||
discard;
|
||||
}
|
||||
else if(PS_ATST == 7) // ne
|
||||
{
|
||||
if ((abs(a - AREF) - 0.5f) < 0.0f)
|
||||
discard;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Note layout stuff might require gl4.3
|
||||
#ifndef SUBROUTINE_GL40
|
||||
void colclip(inout vec4 c)
|
||||
{
|
||||
if (PS_COLCLIP == 2)
|
||||
{
|
||||
c.rgb = 256.0f/255.0f - c.rgb;
|
||||
}
|
||||
if (PS_COLCLIP > 0)
|
||||
{
|
||||
// FIXME !!!!
|
||||
//c.rgb *= c.rgb < 128./255;
|
||||
bvec3 factor = bvec3(128.0f/255.0f, 128.0f/255.0f, 128.0f/255.0f);
|
||||
c.rgb *= vec3(factor);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void fog(inout vec4 c, float f)
|
||||
{
|
||||
if(PS_FOG != 0)
|
||||
{
|
||||
c.rgb = mix(FogColor, c.rgb, f);
|
||||
}
|
||||
}
|
||||
|
||||
vec4 ps_color()
|
||||
{
|
||||
vec4 t = sample_color(PSin_t.xy, PSin_t.w);
|
||||
|
||||
vec4 zero = vec4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
vec4 one = vec4(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
#ifdef TEX_COORD_DEBUG
|
||||
vec4 c = clamp(t, zero, one);
|
||||
#else
|
||||
#if PS_IIP == 1
|
||||
vec4 c = clamp(tfx(t, PSin_c), zero, one);
|
||||
#else
|
||||
vec4 c = clamp(tfx(t, PSin_fc), zero, one);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
atst(c);
|
||||
|
||||
fog(c, PSin_t.z);
|
||||
|
||||
colclip(c);
|
||||
|
||||
if(PS_CLR1 != 0) // needed for Cd * (As/Ad/F + 1) blending modes
|
||||
{
|
||||
c.rgb = vec3(1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
#if pGL_ES
|
||||
void ps_main()
|
||||
{
|
||||
vec4 c = ps_color();
|
||||
c.a *= 2.0;
|
||||
SV_Target0 = c;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if !pGL_ES
|
||||
void ps_main()
|
||||
{
|
||||
#if PS_DATE == 3 && !defined(DISABLE_GL42_image)
|
||||
int stencil_ceil = imageLoad(img_prim_min, ivec2(gl_FragCoord.xy));
|
||||
// Note gl_PrimitiveID == stencil_ceil will be the primitive that will update
|
||||
// the bad alpha value so we must keep it.
|
||||
|
||||
if (gl_PrimitiveID > stencil_ceil) {
|
||||
discard;
|
||||
}
|
||||
#endif
|
||||
|
||||
vec4 c = ps_color();
|
||||
#if (APITRACE_DEBUG & 1) == 1
|
||||
c.r = 1.0f;
|
||||
#endif
|
||||
#if (APITRACE_DEBUG & 2) == 2
|
||||
c.g = 1.0f;
|
||||
#endif
|
||||
#if (APITRACE_DEBUG & 4) == 4
|
||||
c.b = 1.0f;
|
||||
#endif
|
||||
#if (APITRACE_DEBUG & 8) == 8
|
||||
c.a = 0.5f;
|
||||
#endif
|
||||
|
||||
float alpha = c.a * 2.0;
|
||||
|
||||
if(PS_AOUT != 0) // 16 bit output
|
||||
{
|
||||
float a = 128.0f / 255.0; // alpha output will be 0x80
|
||||
|
||||
c.a = (PS_FBA != 0) ? a : step(0.5, c.a) * a;
|
||||
}
|
||||
else if(PS_FBA != 0)
|
||||
{
|
||||
if(c.a < 0.5) c.a += 0.5;
|
||||
}
|
||||
|
||||
// Get first primitive that will write a failling alpha value
|
||||
#if PS_DATE == 1 && !defined(DISABLE_GL42_image)
|
||||
// DATM == 0
|
||||
// Pixel with alpha equal to 1 will failed
|
||||
if (c.a > 127.5f / 255.0f) {
|
||||
imageAtomicMin(img_prim_min, ivec2(gl_FragCoord.xy), gl_PrimitiveID);
|
||||
}
|
||||
//memoryBarrier();
|
||||
#elif PS_DATE == 2 && !defined(DISABLE_GL42_image)
|
||||
// DATM == 1
|
||||
// Pixel with alpha equal to 0 will failed
|
||||
if (c.a < 127.5f / 255.0f) {
|
||||
imageAtomicMin(img_prim_min, ivec2(gl_FragCoord.xy), gl_PrimitiveID);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
#if (PS_DATE == 2 || PS_DATE == 1) && !defined(DISABLE_GL42_image)
|
||||
// Don't write anything on the framebuffer
|
||||
// Note: you can't use discard because it will also drop
|
||||
// image operation
|
||||
#else
|
||||
SV_Target0 = c;
|
||||
SV_Target1 = vec4(alpha, alpha, alpha, alpha);
|
||||
#endif
|
||||
|
||||
}
|
||||
#endif // !pGL_ES
|
||||
|
||||
#endif
|
|
@ -0,0 +1,285 @@
|
|||
//#version 420 // Keep it for text editor detection
|
||||
|
||||
// Subroutine of standard fs function (I don't know if it will be ever used one day)
|
||||
|
||||
// FIXME crash nvidia
|
||||
#if 0
|
||||
// Function pointer type
|
||||
subroutine vec4 WrapType(vec4 uv);
|
||||
|
||||
// a function pointer variable
|
||||
layout(location = 4) subroutine uniform WrapType wrapuv;
|
||||
|
||||
layout(index = 24) subroutine(WrapType)
|
||||
vec4 wrapuv_wms_wmt_2(vec4 uv)
|
||||
{
|
||||
vec4 uv_out = uv;
|
||||
uv_out = clamp(uv, MinMax.xyxy, MinMax.zwzw);
|
||||
return uv_out;
|
||||
}
|
||||
|
||||
layout(index = 25) subroutine(WrapType)
|
||||
vec4 wrapuv_wms_wmt3(vec4 uv)
|
||||
{
|
||||
vec4 uv_out = uv;
|
||||
uv_out = vec4((ivec4(uv * WH.xyxy) & ivec4(MskFix.xyxy)) | ivec4(MskFix.zwzw)) / WH.xyxy;
|
||||
return uv_out;
|
||||
}
|
||||
|
||||
layout(index = 26) subroutine(WrapType)
|
||||
vec4 wrapuv_wms2_wmt3(vec4 uv)
|
||||
{
|
||||
vec4 uv_out = uv;
|
||||
uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
|
||||
uv_out.yw = vec2((ivec2(uv.yw * WH.yy) & ivec2(MskFix.yy)) | ivec2(MskFix.ww)) / WH.yy;
|
||||
return uv_out;
|
||||
}
|
||||
|
||||
layout(index = 27) subroutine(WrapType)
|
||||
vec4 wrapuv_wms3_wmt2(vec4 uv)
|
||||
{
|
||||
vec4 uv_out = uv;
|
||||
uv_out.xz = vec2((ivec2(uv.xz * WH.xx) & ivec2(MskFix.xx)) | ivec2(MskFix.zz)) / WH.xx;
|
||||
uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
|
||||
return uv_out;
|
||||
}
|
||||
|
||||
layout(index = 28) subroutine(WrapType)
|
||||
vec4 wrapuv_wms2_wmtx(vec4 uv)
|
||||
{
|
||||
vec4 uv_out = uv;
|
||||
uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
|
||||
return uv_out;
|
||||
}
|
||||
|
||||
layout(index = 29) subroutine(WrapType)
|
||||
vec4 wrapuv_wmsx_wmt3(vec4 uv)
|
||||
{
|
||||
vec4 uv_out = uv;
|
||||
uv_out.yw = vec2((ivec2(uv.yw * WH.yy) & ivec2(MskFix.yy)) | ivec2(MskFix.ww)) / WH.yy;
|
||||
return uv_out;
|
||||
}
|
||||
|
||||
layout(index = 30) subroutine(WrapType)
|
||||
vec4 wrapuv_wms3_wmtx(vec4 uv)
|
||||
{
|
||||
vec4 uv_out = uv;
|
||||
uv_out.xz = vec2((ivec2(uv.xz * WH.xx) & ivec2(MskFix.xx)) | ivec2(MskFix.zz)) / WH.xx;
|
||||
return uv_out;
|
||||
}
|
||||
|
||||
layout(index = 31) subroutine(WrapType)
|
||||
vec4 wrapuv_wmsx_wmt2(vec4 uv)
|
||||
{
|
||||
vec4 uv_out = uv;
|
||||
uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
|
||||
return uv_out;
|
||||
}
|
||||
|
||||
layout(index = 32) subroutine(WrapType)
|
||||
vec4 wrapuv_dummy(vec4 uv)
|
||||
{
|
||||
return uv;
|
||||
}
|
||||
#endif
|
||||
|
||||
// FIXME crash nvidia
|
||||
#if 0
|
||||
// Function pointer type
|
||||
subroutine vec2 ClampType(vec2 uv);
|
||||
|
||||
// a function pointer variable
|
||||
layout(location = 3) subroutine uniform ClampType clampuv;
|
||||
|
||||
layout(index = 20) subroutine(ClampType)
|
||||
vec2 clampuv_wms2_wmt2(vec2 uv)
|
||||
{
|
||||
return clamp(uv, MinF, MinMax.zw);
|
||||
}
|
||||
|
||||
layout(index = 21) subroutine(ClampType)
|
||||
vec2 clampuv_wms2(vec2 uv)
|
||||
{
|
||||
vec2 uv_out = uv;
|
||||
uv_out.x = clamp(uv.x, MinF.x, MinMax.z);
|
||||
return uv_out;
|
||||
}
|
||||
|
||||
layout(index = 22) subroutine(ClampType)
|
||||
vec2 clampuv_wmt2(vec2 uv)
|
||||
{
|
||||
vec2 uv_out = uv;
|
||||
uv_out.y = clamp(uv.y, MinF.y, MinMax.w);
|
||||
return uv_out;
|
||||
}
|
||||
|
||||
layout(index = 23) subroutine(ClampType)
|
||||
vec2 clampuv_dummy(vec2 uv)
|
||||
{
|
||||
return uv;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef SUBROUTINE_GL40
|
||||
layout(index = 11) subroutine(TfxType)
|
||||
vec4 tfx_0_tcc_0(vec4 t, vec4 c)
|
||||
{
|
||||
vec4 c_out = c;
|
||||
c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f;
|
||||
return c_out;
|
||||
}
|
||||
|
||||
layout(index = 12) subroutine(TfxType)
|
||||
vec4 tfx_1_tcc_0(vec4 t, vec4 c)
|
||||
{
|
||||
vec4 c_out = c;
|
||||
c_out.rgb = t.rgb;
|
||||
return c_out;
|
||||
}
|
||||
|
||||
layout(index = 13) subroutine(TfxType)
|
||||
vec4 tfx_2_tcc_0(vec4 t, vec4 c)
|
||||
{
|
||||
vec4 c_out = c;
|
||||
c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f + c.a;
|
||||
return c_out;
|
||||
}
|
||||
|
||||
layout(index = 14) subroutine(TfxType)
|
||||
vec4 tfx_3_tcc_0(vec4 t, vec4 c)
|
||||
{
|
||||
vec4 c_out = c;
|
||||
c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f + c.a;
|
||||
return c_out;
|
||||
}
|
||||
|
||||
layout(index = 15) subroutine(TfxType)
|
||||
vec4 tfx_0_tcc_1(vec4 t, vec4 c)
|
||||
{
|
||||
vec4 c_out = c;
|
||||
c_out = c * t * 255.0f / 128.0f;
|
||||
return c_out;
|
||||
}
|
||||
|
||||
layout(index = 16) subroutine(TfxType)
|
||||
vec4 tfx_1_tcc_1(vec4 t, vec4 c)
|
||||
{
|
||||
vec4 c_out = c;
|
||||
c_out = t;
|
||||
return c_out;
|
||||
}
|
||||
|
||||
layout(index = 17) subroutine(TfxType)
|
||||
vec4 tfx_2_tcc_1(vec4 t, vec4 c)
|
||||
{
|
||||
vec4 c_out = c;
|
||||
c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f + c.a;
|
||||
c_out.a += t.a;
|
||||
return c_out;
|
||||
}
|
||||
|
||||
layout(index = 18) subroutine(TfxType)
|
||||
vec4 tfx_3_tcc_1(vec4 t, vec4 c)
|
||||
{
|
||||
vec4 c_out = c;
|
||||
c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f + c.a;
|
||||
c_out.a = t.a;
|
||||
return c_out;
|
||||
}
|
||||
|
||||
layout(index = 19) subroutine(TfxType)
|
||||
vec4 tfx_dummy(vec4 t, vec4 c)
|
||||
{
|
||||
return c;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef SUBROUTINE_GL40
|
||||
layout(index = 0) subroutine(AlphaTestType)
|
||||
void atest_never(vec4 c)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
layout(index = 1) subroutine(AlphaTestType)
|
||||
void atest_always(vec4 c)
|
||||
{
|
||||
// Nothing to do
|
||||
}
|
||||
|
||||
layout(index = 2) subroutine(AlphaTestType)
|
||||
void atest_l(vec4 c)
|
||||
{
|
||||
float a = trunc(c.a * 255.0 + 0.01);
|
||||
if (PS_SPRITEHACK == 0)
|
||||
if ((AREF - a - 0.5f) < 0.0f)
|
||||
discard;
|
||||
}
|
||||
|
||||
layout(index = 3) subroutine(AlphaTestType)
|
||||
void atest_le(vec4 c)
|
||||
{
|
||||
float a = trunc(c.a * 255.0 + 0.01);
|
||||
if ((AREF - a + 0.5f) < 0.0f)
|
||||
discard;
|
||||
}
|
||||
|
||||
layout(index = 4) subroutine(AlphaTestType)
|
||||
void atest_e(vec4 c)
|
||||
{
|
||||
float a = trunc(c.a * 255.0 + 0.01);
|
||||
if ((0.5f - abs(a - AREF)) < 0.0f)
|
||||
discard;
|
||||
}
|
||||
|
||||
layout(index = 5) subroutine(AlphaTestType)
|
||||
void atest_ge(vec4 c)
|
||||
{
|
||||
float a = trunc(c.a * 255.0 + 0.01);
|
||||
if ((a-AREF + 0.5f) < 0.0f)
|
||||
discard;
|
||||
}
|
||||
|
||||
layout(index = 6) subroutine(AlphaTestType)
|
||||
void atest_g(vec4 c)
|
||||
{
|
||||
float a = trunc(c.a * 255.0 + 0.01);
|
||||
if ((a-AREF - 0.5f) < 0.0f)
|
||||
discard;
|
||||
}
|
||||
|
||||
layout(index = 7) subroutine(AlphaTestType)
|
||||
void atest_ne(vec4 c)
|
||||
{
|
||||
float a = trunc(c.a * 255.0 + 0.01);
|
||||
if ((abs(a - AREF) - 0.5f) < 0.0f)
|
||||
discard;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef SUBROUTINE_GL40
|
||||
layout(index = 8) subroutine(ColClipType)
|
||||
void colclip_0(inout vec4 c)
|
||||
{
|
||||
// nothing to do
|
||||
}
|
||||
|
||||
layout(index = 9) subroutine(ColClipType)
|
||||
void colclip_1(inout vec4 c)
|
||||
{
|
||||
// FIXME !!!!
|
||||
//c.rgb *= c.rgb < 128./255;
|
||||
bvec3 factor = bvec3(128.0f/255.0f, 128.0f/255.0f, 128.0f/255.0f);
|
||||
c.rgb *= vec3(factor);
|
||||
}
|
||||
|
||||
layout(index = 10) subroutine(ColClipType)
|
||||
void colclip_2(inout vec4 c)
|
||||
{
|
||||
c.rgb = 256.0f/255.0f - c.rgb;
|
||||
// FIXME !!!!
|
||||
//c.rgb *= c.rgb < 128./255;
|
||||
bvec3 factor = bvec3(128.0f/255.0f, 128.0f/255.0f, 128.0f/255.0f);
|
||||
c.rgb *= vec3(factor);
|
||||
}
|
||||
#endif
|
|
@ -0,0 +1,258 @@
|
|||
//#version 420 // Keep it for text editor detection
|
||||
|
||||
#ifndef VS_BPPZ
|
||||
#define VS_BPPZ 0
|
||||
#define VS_TME 1
|
||||
#define VS_FST 1
|
||||
#define VS_LOGZ 0
|
||||
#endif
|
||||
|
||||
struct vertex
|
||||
{
|
||||
vec4 t;
|
||||
vec4 c;
|
||||
vec4 fc;
|
||||
};
|
||||
|
||||
#ifdef VERTEX_SHADER
|
||||
layout(location = 0) in vec2 i_st;
|
||||
layout(location = 2) in vec4 i_c;
|
||||
layout(location = 3) in float i_q;
|
||||
layout(location = 4) in uvec2 i_p;
|
||||
layout(location = 5) in uint i_z;
|
||||
layout(location = 6) in uvec2 i_uv;
|
||||
layout(location = 7) in vec4 i_f;
|
||||
|
||||
out SHADER
|
||||
{
|
||||
vec4 t;
|
||||
vec4 c;
|
||||
flat vec4 fc;
|
||||
} VSout;
|
||||
|
||||
#define VSout_t (VSout.t)
|
||||
#define VSout_c (VSout.c)
|
||||
#define VSout_fc (VSout.fc)
|
||||
|
||||
out gl_PerVertex {
|
||||
invariant vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
#if !pGL_ES
|
||||
float gl_ClipDistance[];
|
||||
#endif
|
||||
};
|
||||
|
||||
layout(std140, binding = 20) uniform cb20
|
||||
{
|
||||
vec2 VertexScale;
|
||||
vec2 VertexOffset;
|
||||
vec2 TextureScale;
|
||||
};
|
||||
|
||||
#ifdef ZERO_TO_ONE_DEPTH
|
||||
const float exp_min32 = exp2(-32.0f);
|
||||
#else
|
||||
const float exp_min31 = exp2(-31.0f);
|
||||
#endif
|
||||
|
||||
#ifdef SUBROUTINE_GL40
|
||||
// Function pointer type
|
||||
subroutine void TextureCoordType(void);
|
||||
|
||||
// a function pointer variable
|
||||
layout(location = 0) subroutine uniform TextureCoordType texture_coord;
|
||||
|
||||
layout(index = 0) subroutine(TextureCoordType)
|
||||
void tme_0()
|
||||
{
|
||||
VSout_t.xy = vec2(0.0f, 0.0f);
|
||||
VSout_t.w = 1.0f;
|
||||
}
|
||||
|
||||
layout(index = 1) subroutine(TextureCoordType)
|
||||
void tme_1_fst_0()
|
||||
{
|
||||
VSout_t.xy = i_st;
|
||||
VSout_t.w = i_q;
|
||||
}
|
||||
|
||||
layout(index = 2) subroutine(TextureCoordType)
|
||||
void tme_1_fst_1()
|
||||
{
|
||||
VSout_t.xy = vec2(i_uv) * TextureScale;
|
||||
VSout_t.w = 1.0f;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
void texture_coord()
|
||||
{
|
||||
if(VS_TME != 0)
|
||||
{
|
||||
if(VS_FST != 0)
|
||||
{
|
||||
if (VS_WILDHACK == 1) {
|
||||
VSout_t.xy = vec2(i_uv & uvec2(0x3FEF, 0x3FEF)) * TextureScale;
|
||||
} else {
|
||||
VSout_t.xy = vec2(i_uv) * TextureScale;
|
||||
}
|
||||
VSout_t.w = 1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
VSout_t.xy = i_st;
|
||||
VSout_t.w = i_q;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
VSout_t.xy = vec2(0.0f, 0.0f);
|
||||
VSout_t.w = 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
void vs_main()
|
||||
{
|
||||
highp uint z;
|
||||
if(VS_BPPZ == 1) // 24
|
||||
z = i_z & uint(0xffffff);
|
||||
else if(VS_BPPZ == 2) // 16
|
||||
z = i_z & uint(0xffff);
|
||||
else
|
||||
z = i_z;
|
||||
|
||||
// pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go)
|
||||
// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
|
||||
// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
|
||||
// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
|
||||
vec4 p;
|
||||
|
||||
p.xy = vec2(i_p) - vec2(0.05f, 0.05f);
|
||||
p.xy = p.xy * VertexScale - VertexOffset;
|
||||
p.w = 1.0f;
|
||||
#ifdef ZERO_TO_ONE_DEPTH
|
||||
if(VS_LOGZ == 1) {
|
||||
p.z = log2(float(1u+z)) / 32.0f;
|
||||
} else {
|
||||
p.z = float(z) * exp_min32;
|
||||
}
|
||||
#else
|
||||
if(VS_LOGZ == 1) {
|
||||
p.z = log2(float(1u+z)) / 31.0f - 1.0f;
|
||||
} else {
|
||||
p.z = float(z) * exp_min31 - 1.0f;
|
||||
}
|
||||
#endif
|
||||
|
||||
gl_Position = p;
|
||||
|
||||
texture_coord();
|
||||
|
||||
VSout_c = i_c;
|
||||
VSout_fc = i_c;
|
||||
VSout_t.z = i_f.r;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef GEOMETRY_SHADER
|
||||
in gl_PerVertex {
|
||||
invariant vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
#if !pGL_ES
|
||||
float gl_ClipDistance[];
|
||||
#endif
|
||||
} gl_in[];
|
||||
//in int gl_PrimitiveIDIn;
|
||||
|
||||
out gl_PerVertex {
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
#if !pGL_ES
|
||||
float gl_ClipDistance[];
|
||||
#endif
|
||||
};
|
||||
//out int gl_PrimitiveID;
|
||||
|
||||
in SHADER
|
||||
{
|
||||
vec4 t;
|
||||
vec4 c;
|
||||
flat vec4 fc;
|
||||
} GSin[];
|
||||
|
||||
out SHADER
|
||||
{
|
||||
vec4 t;
|
||||
vec4 c;
|
||||
flat vec4 fc;
|
||||
} GSout;
|
||||
|
||||
void out_vertex(in vertex v)
|
||||
{
|
||||
GSout.t = v.t;
|
||||
GSout.c = v.c;
|
||||
GSout.fc = v.fc;
|
||||
gl_PrimitiveID = gl_PrimitiveIDIn;
|
||||
EmitVertex();
|
||||
}
|
||||
|
||||
layout(lines) in;
|
||||
layout(triangle_strip, max_vertices = 6) out;
|
||||
|
||||
void gs_main()
|
||||
{
|
||||
// left top => GSin[0];
|
||||
// right bottom => GSin[1];
|
||||
vertex rb = vertex(GSin[1].t, GSin[1].c, GSin[1].fc);
|
||||
vertex lt = vertex(GSin[0].t, GSin[0].c, GSin[0].fc);
|
||||
|
||||
vec4 rb_p = gl_in[1].gl_Position;
|
||||
vec4 lb_p = gl_in[1].gl_Position;
|
||||
vec4 rt_p = gl_in[1].gl_Position;
|
||||
vec4 lt_p = gl_in[0].gl_Position;
|
||||
|
||||
// flat depth
|
||||
lt_p.z = rb_p.z;
|
||||
// flat fog and texture perspective
|
||||
lt.t.zw = rb.t.zw;
|
||||
// flat color
|
||||
lt.c = rb.c;
|
||||
|
||||
// Swap texture and position coordinate
|
||||
vertex lb = rb;
|
||||
lb_p.x = lt_p.x;
|
||||
lb.t.x = lt.t.x;
|
||||
|
||||
vertex rt = rb;
|
||||
rt_p.y = lt_p.y;
|
||||
rt.t.y = lt.t.y;
|
||||
|
||||
// Triangle 1
|
||||
gl_Position = lt_p;
|
||||
out_vertex(lt);
|
||||
|
||||
gl_Position = lb_p;
|
||||
out_vertex(lb);
|
||||
|
||||
gl_Position = rt_p;
|
||||
out_vertex(rt);
|
||||
|
||||
EndPrimitive();
|
||||
|
||||
// Triangle 2
|
||||
gl_Position = lb_p;
|
||||
out_vertex(lb);
|
||||
|
||||
gl_Position = rt_p;
|
||||
out_vertex(rt);
|
||||
|
||||
gl_Position = rb_p;
|
||||
out_vertex(rb);
|
||||
|
||||
EndPrimitive();
|
||||
}
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue