// SPDX-FileCopyrightText: 2002-2023 PCSX2 Dev Team // SPDX-License-Identifier: LGPL-3.0+ //#version 420 // Keep it for text editor detection layout(std140, binding = 1) uniform cb20 { vec2 VertexScale; vec2 VertexOffset; vec2 TextureScale; vec2 TextureOffset; vec2 PointSize; uint MaxDepth; uint pad_cb20; }; #ifdef VERTEX_SHADER 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); #if VS_EXPAND == 0 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; 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_FST // Integer coordinate => integral VSout.t_int.zw = uv; #else // Some games uses float coordinate for post-processing effect VSout.t_int.zw = st / TextureScale; #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 gl_Position.xy = vec2(i_p) - vec2(0.05f, 0.05f); gl_Position.xy = gl_Position.xy * VertexScale - VertexOffset; gl_Position.z = float(z) * exp_min32; gl_Position.w = 1.0f; texture_coord(); VSout.c = i_c; VSout.t_float.z = i_f.x; // pack for with texture #if VS_POINT_SIZE gl_PointSize = PointSize.x; #endif } #else // VS_EXPAND struct RawVertex { vec2 ST; uint RGBA; float Q; uint XY; uint Z; uint UV; uint FOG; }; layout(std140, binding = 2) readonly buffer VertexBuffer { RawVertex vertex_buffer[]; }; struct ProcessedVertex { vec4 p; vec4 t_float; vec4 t_int; vec4 c; }; ProcessedVertex load_vertex(uint index) { #if defined(GL_ARB_shader_draw_parameters) && GL_ARB_shader_draw_parameters RawVertex rvtx = vertex_buffer[index + gl_BaseVertexARB]; #else RawVertex rvtx = vertex_buffer[index]; #endif vec2 i_st = rvtx.ST; vec4 i_c = vec4(uvec4(bitfieldExtract(rvtx.RGBA, 0, 8), bitfieldExtract(rvtx.RGBA, 8, 8), bitfieldExtract(rvtx.RGBA, 16, 8), bitfieldExtract(rvtx.RGBA, 24, 8))); float i_q = rvtx.Q; uvec2 i_p = uvec2(bitfieldExtract(rvtx.XY, 0, 16), bitfieldExtract(rvtx.XY, 16, 16)); uint i_z = rvtx.Z; uvec2 i_uv = uvec2(bitfieldExtract(rvtx.UV, 0, 16), bitfieldExtract(rvtx.UV, 16, 16)); vec4 i_f = unpackUnorm4x8(rvtx.FOG); ProcessedVertex vtx; uint z = min(i_z, MaxDepth); vtx.p.xy = vec2(i_p) - vec2(0.05f, 0.05f); vtx.p.xy = vtx.p.xy * VertexScale - VertexOffset; vtx.p.z = float(z) * exp_min32; vtx.p.w = 1.0f; vec2 uv = vec2(i_uv) - TextureOffset; vec2 st = i_st - TextureOffset; vtx.t_float.xy = st; vtx.t_float.w = i_q; vtx.t_int.xy = uv * TextureScale; #if VS_FST vtx.t_int.zw = uv; #else vtx.t_int.zw = st / TextureScale; #endif vtx.c = i_c; vtx.t_float.z = i_f.x; return vtx; } void main() { ProcessedVertex vtx; #if defined(GL_ARB_shader_draw_parameters) && GL_ARB_shader_draw_parameters uint vid = uint(gl_VertexID - gl_BaseVertexARB); #else uint vid = uint(gl_VertexID); #endif #if VS_EXPAND == 1 // Point vtx = load_vertex(vid >> 2); vtx.p.x += ((vid & 1u) != 0u) ? PointSize.x : 0.0f; vtx.p.y += ((vid & 2u) != 0u) ? PointSize.y : 0.0f; #elif VS_EXPAND == 2 // Line uint vid_base = vid >> 2; bool is_bottom = (vid & 2u) != 0u; bool is_right = (vid & 1u) != 0u; uint vid_other = is_bottom ? vid_base - 1 : vid_base + 1; vtx = load_vertex(vid_base); ProcessedVertex other = load_vertex(vid_other); vec2 line_vector = normalize(vtx.p.xy - other.p.xy); vec2 line_normal = vec2(line_vector.y, -line_vector.x); vec2 line_width = (line_normal * PointSize) / 2; // line_normal is inverted for bottom point vec2 offset = ((uint(is_bottom) ^ uint(is_right)) != 0u) ? line_width : -line_width; vtx.p.xy += offset; // Lines will be run as (0 1 2) (1 2 3) // This means that both triangles will have a point based off the top line point as their first point // So we don't have to do anything for !IIP #elif VS_EXPAND == 3 // Sprite // Sprite points are always in pairs uint vid_base = vid >> 1; uint vid_lt = vid_base & ~1u; uint vid_rb = vid_base | 1u; ProcessedVertex lt = load_vertex(vid_lt); ProcessedVertex rb = load_vertex(vid_rb); vtx = rb; bool is_right = ((vid & 1u) != 0u); vtx.p.x = is_right ? lt.p.x : vtx.p.x; vtx.t_float.x = is_right ? lt.t_float.x : vtx.t_float.x; vtx.t_int.xz = is_right ? lt.t_int.xz : vtx.t_int.xz; bool is_bottom = ((vid & 2u) != 0u); vtx.p.y = is_bottom ? lt.p.y : vtx.p.y; vtx.t_float.y = is_bottom ? lt.t_float.y : vtx.t_float.y; vtx.t_int.yw = is_bottom ? lt.t_int.yw : vtx.t_int.yw; #endif gl_Position = vtx.p; VSout.t_float = vtx.t_float; VSout.t_int = vtx.t_int; VSout.c = vtx.c; } #endif // VS_EXPAND #endif // VERTEX_SHADER