//#version 420 // Keep it for text editor detection layout(std140, binding = 20) uniform cb20 { vec2 VertexScale; vec2 VertexOffset; vec2 _removed_TextureScale; vec2 PointSize; }; // Warning duplicated in both GLSL file layout(std140, binding = 21) uniform cb21 { vec3 FogColor; float AREF; vec4 WH; vec2 _pad0; vec2 TA; uvec4 MskFix; uvec4 FbMask; vec3 _pad1; float Af; vec4 HalfTexel; vec4 MinMax; vec2 TextureScale; vec2 TC_OffsetHack; }; #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_float; vec4 t_int; vec4 c; flat vec4 fc; } VSout; #define VSout_c (VSout.c) #define VSout_fc (VSout.fc) out gl_PerVertex { vec4 gl_Position; float gl_PointSize; #if !pGL_ES float gl_ClipDistance[1]; #endif }; #ifdef ZERO_TO_ONE_DEPTH const float exp_min32 = exp2(-32.0f); #else const float exp_min31 = exp2(-31.0f); #endif void texture_coord() { vec2 uv = (VS_WILDHACK == 1) ? vec2(i_uv & uvec2(0x3FEF, 0x3FEF)) : vec2(i_uv); // Float coordinate VSout.t_float.xy = i_st; VSout.t_float.w = i_q; // Integer coordinate => normalized VSout.t_int.xy = uv * TextureScale; // Integer coordinate => integral VSout.t_int.zw = uv; } 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 = max(0.0f, log2(float(z))) / 32.0f; } else { p.z = float(z) * exp_min32; } #else if(VS_LOGZ == 1) { p.z = max(0.0f, log2(float(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_float.z = i_f.x; // pack for with texture } #endif #ifdef GEOMETRY_SHADER in gl_PerVertex { vec4 gl_Position; float gl_PointSize; #if !pGL_ES float gl_ClipDistance[1]; #endif } gl_in[]; //in int gl_PrimitiveIDIn; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; #if !pGL_ES float gl_ClipDistance[1]; #endif }; //out int gl_PrimitiveID; in SHADER { vec4 t_float; vec4 t_int; vec4 c; flat vec4 fc; } GSin[]; out SHADER { vec4 t_float; vec4 t_int; vec4 c; flat vec4 fc; } GSout; layout(std140, binding = 22) uniform cb22 { vec4 rt_size; }; struct vertex { vec4 t_float; vec4 t_int; vec4 c; }; void out_vertex(in vertex v) { GSout.t_float = v.t_float; GSout.t_int = v.t_int; GSout.c = v.c; // Flat output #if GS_POINT == 1 GSout.fc = GSin[0].fc; #else GSout.fc = GSin[1].fc; #endif gl_PrimitiveID = gl_PrimitiveIDIn; EmitVertex(); } #if GS_POINT == 1 layout(points) in; #else layout(lines) in; #endif layout(triangle_strip, max_vertices = 6) out; void gs_main() { // left top => GSin[0]; // right bottom => GSin[1]; #if GS_POINT == 1 vertex rb = vertex(GSin[0].t_float, GSin[0].t_int, GSin[0].c); #else vertex rb = vertex(GSin[1].t_float, GSin[1].t_int, GSin[1].c); #endif vertex lt = vertex(GSin[0].t_float, GSin[0].t_int, GSin[0].c); #if GS_POINT == 1 vec4 rb_p = gl_in[0].gl_Position + vec4(PointSize.x, PointSize.y, 0.0f, 0.0f); #else vec4 rb_p = gl_in[1].gl_Position; #endif vec4 lb_p = rb_p; vec4 rt_p = rb_p; vec4 lt_p = gl_in[0].gl_Position; #if GS_POINT == 0 // flat depth lt_p.z = rb_p.z; // flat fog and texture perspective lt.t_float.zw = rb.t_float.zw; // flat color lt.c = rb.c; #endif // Swap texture and position coordinate vertex lb = rb; lb.t_float.x = lt.t_float.x; lb.t_int.x = lt.t_int.x; lb.t_int.z = lt.t_int.z; lb_p.x = lt_p.x; vertex rt = rb; rt_p.y = lt_p.y; rt.t_float.y = lt.t_float.y; rt.t_int.y = lt.t_int.y; rt.t_int.w = lt.t_int.w; // 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