mirror of https://github.com/PCSX2/pcsx2.git
231 lines
5.1 KiB
GLSL
231 lines
5.1 KiB
GLSL
//#version 420 // Keep it for text editor detection
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#ifdef VERTEX_SHADER
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layout(location = 0) in vec2 i_st;
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layout(location = 2) in vec4 i_c;
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layout(location = 3) in float i_q;
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layout(location = 4) in uvec2 i_p;
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layout(location = 5) in uint i_z;
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layout(location = 6) in uvec2 i_uv;
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layout(location = 7) in vec4 i_f;
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#if !defined(BROKEN_DRIVER) && defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts
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layout(location = 0)
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#endif
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out SHADER
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{
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vec4 t_float;
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vec4 t_int;
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vec4 c;
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flat vec4 fc;
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} VSout;
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const float exp_min32 = exp2(-32.0f);
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void texture_coord()
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{
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vec2 uv = vec2(i_uv) - TextureOffset.xy;
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vec2 st = i_st - TextureOffset.xy;
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// Float coordinate
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VSout.t_float.xy = st;
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VSout.t_float.w = i_q;
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// Integer coordinate => normalized
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VSout.t_int.xy = uv * TextureScale;
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#if VS_INT_FST == 1
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// Some games uses float coordinate for post-processing effect
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VSout.t_int.zw = st / TextureScale;
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#else
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// Integer coordinate => integral
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VSout.t_int.zw = uv;
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#endif
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}
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void vs_main()
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{
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// Clamp to max depth, gs doesn't wrap
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highp uint z = min(i_z, MaxDepth);
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// 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)
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// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
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// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
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// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
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vec4 p;
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p.xy = vec2(i_p) - vec2(0.05f, 0.05f);
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p.xy = p.xy * VertexScale - VertexOffset;
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p.w = 1.0f;
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p.z = float(z) * exp_min32;
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gl_Position = p;
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texture_coord();
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VSout.c = i_c;
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VSout.fc = i_c;
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VSout.t_float.z = i_f.x; // pack for with texture
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}
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#endif
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#ifdef GEOMETRY_SHADER
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#if !defined(BROKEN_DRIVER) && defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts
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layout(location = 0)
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#endif
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in SHADER
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{
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vec4 t_float;
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vec4 t_int;
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vec4 c;
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flat vec4 fc;
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} GSin[];
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#if !defined(BROKEN_DRIVER) && defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts
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layout(location = 0)
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#endif
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out SHADER
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{
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vec4 t_float;
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vec4 t_int;
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vec4 c;
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flat vec4 fc;
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} GSout;
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struct vertex
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{
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vec4 t_float;
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vec4 t_int;
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vec4 c;
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};
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void out_vertex(in vec4 position, in vertex v)
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{
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GSout.t_float = v.t_float;
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GSout.t_int = v.t_int;
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GSout.c = v.c;
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// Flat output
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#if GS_POINT == 1
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GSout.fc = GSin[0].fc;
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#else
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GSout.fc = GSin[1].fc;
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#endif
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gl_Position = position;
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gl_PrimitiveID = gl_PrimitiveIDIn;
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EmitVertex();
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}
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#if GS_POINT == 1
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layout(points) in;
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#else
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layout(lines) in;
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#endif
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layout(triangle_strip, max_vertices = 4) out;
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#if GS_POINT == 1
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void gs_main()
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{
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// Transform a point to a NxN sprite
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vertex point = vertex(GSin[0].t_float, GSin[0].t_int, GSin[0].c);
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// Get new position
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vec4 lt_p = gl_in[0].gl_Position;
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vec4 rb_p = gl_in[0].gl_Position + vec4(PointSize.x, PointSize.y, 0.0f, 0.0f);
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vec4 lb_p = rb_p;
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vec4 rt_p = rb_p;
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lb_p.x = lt_p.x;
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rt_p.y = lt_p.y;
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out_vertex(lt_p, point);
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out_vertex(lb_p, point);
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out_vertex(rt_p, point);
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out_vertex(rb_p, point);
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EndPrimitive();
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}
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#elif GS_LINE == 1
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void gs_main()
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{
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// Transform a line to a thick line-sprite
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vertex left = vertex(GSin[0].t_float, GSin[0].t_int, GSin[0].c);
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vertex right = vertex(GSin[1].t_float, GSin[1].t_int, GSin[1].c);
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vec4 lt_p = gl_in[0].gl_Position;
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vec4 rt_p = gl_in[1].gl_Position;
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// Potentially there is faster math
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vec2 line_vector = normalize(rt_p.xy - lt_p.xy);
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vec2 line_normal = vec2(line_vector.y, -line_vector.x);
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vec2 line_width = (line_normal * PointSize) / 2;
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lt_p.xy -= line_width;
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rt_p.xy -= line_width;
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vec4 lb_p = gl_in[0].gl_Position + vec4(line_width, 0.0f, 0.0f);
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vec4 rb_p = gl_in[1].gl_Position + vec4(line_width, 0.0f, 0.0f);
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out_vertex(lt_p, left);
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out_vertex(lb_p, left);
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out_vertex(rt_p, right);
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out_vertex(rb_p, right);
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EndPrimitive();
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}
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#else
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void gs_main()
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{
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// left top => GSin[0];
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// right bottom => GSin[1];
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vertex rb = vertex(GSin[1].t_float, GSin[1].t_int, GSin[1].c);
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vertex lt = vertex(GSin[0].t_float, GSin[0].t_int, GSin[0].c);
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vec4 rb_p = gl_in[1].gl_Position;
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vec4 lb_p = rb_p;
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vec4 rt_p = rb_p;
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vec4 lt_p = gl_in[0].gl_Position;
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// flat depth
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lt_p.z = rb_p.z;
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// flat fog and texture perspective
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lt.t_float.zw = rb.t_float.zw;
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// flat color
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lt.c = rb.c;
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// Swap texture and position coordinate
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vertex lb = rb;
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lb.t_float.x = lt.t_float.x;
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lb.t_int.x = lt.t_int.x;
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lb.t_int.z = lt.t_int.z;
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lb_p.x = lt_p.x;
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vertex rt = rb;
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rt_p.y = lt_p.y;
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rt.t_float.y = lt.t_float.y;
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rt.t_int.y = lt.t_int.y;
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rt.t_int.w = lt.t_int.w;
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out_vertex(lt_p, lt);
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out_vertex(lb_p, lb);
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out_vertex(rt_p, rt);
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out_vertex(rb_p, rb);
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EndPrimitive();
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}
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#endif
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#endif
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