//#version 420 // Keep it for text editor detection #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; #if !defined(BROKEN_DRIVER) && defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts layout(location = 0) #endif out SHADER { vec4 t_float; vec4 t_int; #if VS_IIP != 0 vec4 c; #else flat vec4 c; #endif } VSout; const float exp_min32 = exp2(-32.0f); void texture_coord() { vec2 uv = vec2(i_uv) - TextureOffset; vec2 st = i_st - TextureOffset; // Float coordinate VSout.t_float.xy = st; VSout.t_float.w = i_q; // Integer coordinate => normalized VSout.t_int.xy = uv * TextureScale; #if VS_INT_FST == 1 // Some games uses float coordinate for post-processing effect VSout.t_int.zw = st / TextureScale; #else // Integer coordinate => integral VSout.t_int.zw = uv; #endif } void vs_main() { // Clamp to max depth, gs doesn't wrap highp uint z = min(i_z, MaxDepth); // 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; p.z = float(z) * exp_min32; gl_Position = p; texture_coord(); VSout.c = i_c; VSout.t_float.z = i_f.x; // pack for with texture #if VS_POINT_SIZE gl_PointSize = float(VS_POINT_SIZE_VALUE); #endif } #endif #ifdef GEOMETRY_SHADER #if !defined(BROKEN_DRIVER) && defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts layout(location = 0) #endif in SHADER { vec4 t_float; vec4 t_int; #if GS_IIP != 0 vec4 c; #else flat vec4 c; #endif } GSin[]; #if !defined(BROKEN_DRIVER) && defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts layout(location = 0) #endif out SHADER { vec4 t_float; vec4 t_int; #if GS_IIP != 0 vec4 c; #else flat vec4 c; #endif } GSout; struct vertex { vec4 t_float; vec4 t_int; vec4 c; }; void out_vertex(in vec4 position, in vertex v) { GSout.t_float = v.t_float; GSout.t_int = v.t_int; // Flat output #if GS_POINT == 1 GSout.c = GSin[0].c; #else GSout.c = GSin[1].c; #endif gl_Position = position; gl_PrimitiveID = gl_PrimitiveIDIn; EmitVertex(); } #if GS_POINT == 1 layout(points) in; #else layout(lines) in; #endif layout(triangle_strip, max_vertices = 4) out; #if GS_POINT == 1 void gs_main() { // Transform a point to a NxN sprite vertex point = vertex(GSin[0].t_float, GSin[0].t_int, GSin[0].c); // Get new position vec4 lt_p = gl_in[0].gl_Position; vec4 rb_p = gl_in[0].gl_Position + vec4(PointSize.x, PointSize.y, 0.0f, 0.0f); vec4 lb_p = rb_p; vec4 rt_p = rb_p; lb_p.x = lt_p.x; rt_p.y = lt_p.y; out_vertex(lt_p, point); out_vertex(lb_p, point); out_vertex(rt_p, point); out_vertex(rb_p, point); EndPrimitive(); } #elif GS_LINE == 1 void gs_main() { // Transform a line to a thick line-sprite vertex left = vertex(GSin[0].t_float, GSin[0].t_int, GSin[0].c); vertex right = vertex(GSin[1].t_float, GSin[1].t_int, GSin[1].c); vec4 lt_p = gl_in[0].gl_Position; vec4 rt_p = gl_in[1].gl_Position; // Potentially there is faster math vec2 line_vector = normalize(rt_p.xy - lt_p.xy); vec2 line_normal = vec2(line_vector.y, -line_vector.x); vec2 line_width = (line_normal * PointSize) / 2; lt_p.xy -= line_width; rt_p.xy -= line_width; vec4 lb_p = gl_in[0].gl_Position + vec4(line_width, 0.0f, 0.0f); vec4 rb_p = gl_in[1].gl_Position + vec4(line_width, 0.0f, 0.0f); out_vertex(lt_p, left); out_vertex(lb_p, left); out_vertex(rt_p, right); out_vertex(rb_p, right); EndPrimitive(); } #else void gs_main() { // left top => GSin[0]; // right bottom => GSin[1]; vertex rb = vertex(GSin[1].t_float, GSin[1].t_int, GSin[1].c); vertex lt = vertex(GSin[0].t_float, GSin[0].t_int, GSin[0].c); vec4 rb_p = gl_in[1].gl_Position; vec4 lb_p = rb_p; vec4 rt_p = rb_p; vec4 lt_p = gl_in[0].gl_Position; // 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; // 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; out_vertex(lt_p, lt); out_vertex(lb_p, lb); out_vertex(rt_p, rt); out_vertex(rb_p, rb); EndPrimitive(); } #endif #endif