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author | James Rowe <jroweboy@gmail.com> | 2018-01-12 04:07:44 +0100 |
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committer | James Rowe <jroweboy@gmail.com> | 2018-01-13 03:11:03 +0100 |
commit | 1d28b2e142f845773e2b90e267d9632e196a99b9 (patch) | |
tree | 027a3586a0fc927731afb3711c328c6dafc8551f /src/video_core/renderer_opengl/gl_shader_gen.cpp | |
parent | Massive removal of unused modules (diff) | |
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Diffstat (limited to 'src/video_core/renderer_opengl/gl_shader_gen.cpp')
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_gen.cpp | 1231 |
1 files changed, 0 insertions, 1231 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp deleted file mode 100644 index 9fe183944..000000000 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ /dev/null @@ -1,1231 +0,0 @@ -// Copyright 2015 Citra Emulator Project -// Licensed under GPLv2 or any later version -// Refer to the license.txt file included. - -#include <array> -#include <cstddef> -#include <cstring> -#include "common/assert.h" -#include "common/bit_field.h" -#include "common/logging/log.h" -#include "core/core.h" -#include "video_core/regs_framebuffer.h" -#include "video_core/regs_lighting.h" -#include "video_core/regs_rasterizer.h" -#include "video_core/regs_texturing.h" -#include "video_core/renderer_opengl/gl_rasterizer.h" -#include "video_core/renderer_opengl/gl_shader_gen.h" -#include "video_core/renderer_opengl/gl_shader_util.h" - -using Pica::FramebufferRegs; -using Pica::LightingRegs; -using Pica::RasterizerRegs; -using Pica::TexturingRegs; -using TevStageConfig = TexturingRegs::TevStageConfig; - -namespace GLShader { - -static const std::string UniformBlockDef = R"( -#define NUM_TEV_STAGES 6 -#define NUM_LIGHTS 8 - -struct LightSrc { - vec3 specular_0; - vec3 specular_1; - vec3 diffuse; - vec3 ambient; - vec3 position; - vec3 spot_direction; - float dist_atten_bias; - float dist_atten_scale; -}; - -layout (std140) uniform shader_data { - vec2 framebuffer_scale; - int alphatest_ref; - float depth_scale; - float depth_offset; - int scissor_x1; - int scissor_y1; - int scissor_x2; - int scissor_y2; - vec3 fog_color; - vec2 proctex_noise_f; - vec2 proctex_noise_a; - vec2 proctex_noise_p; - vec3 lighting_global_ambient; - LightSrc light_src[NUM_LIGHTS]; - vec4 const_color[NUM_TEV_STAGES]; - vec4 tev_combiner_buffer_color; - vec4 clip_coef; -}; -)"; - -PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) { - PicaShaderConfig res; - - auto& state = res.state; - std::memset(&state, 0, sizeof(PicaShaderConfig::State)); - - state.scissor_test_mode = regs.rasterizer.scissor_test.mode; - - state.depthmap_enable = regs.rasterizer.depthmap_enable; - - state.alpha_test_func = regs.framebuffer.output_merger.alpha_test.enable - ? regs.framebuffer.output_merger.alpha_test.func.Value() - : Pica::FramebufferRegs::CompareFunc::Always; - - state.texture0_type = regs.texturing.texture0.type; - - state.texture2_use_coord1 = regs.texturing.main_config.texture2_use_coord1 != 0; - - // Copy relevant tev stages fields. - // We don't sync const_color here because of the high variance, it is a - // shader uniform instead. - const auto& tev_stages = regs.texturing.GetTevStages(); - DEBUG_ASSERT(state.tev_stages.size() == tev_stages.size()); - for (size_t i = 0; i < tev_stages.size(); i++) { - const auto& tev_stage = tev_stages[i]; - state.tev_stages[i].sources_raw = tev_stage.sources_raw; - state.tev_stages[i].modifiers_raw = tev_stage.modifiers_raw; - state.tev_stages[i].ops_raw = tev_stage.ops_raw; - state.tev_stages[i].scales_raw = tev_stage.scales_raw; - } - - state.fog_mode = regs.texturing.fog_mode; - state.fog_flip = regs.texturing.fog_flip != 0; - - state.combiner_buffer_input = regs.texturing.tev_combiner_buffer_input.update_mask_rgb.Value() | - regs.texturing.tev_combiner_buffer_input.update_mask_a.Value() - << 4; - - // Fragment lighting - - state.lighting.enable = !regs.lighting.disable; - state.lighting.src_num = regs.lighting.max_light_index + 1; - - for (unsigned light_index = 0; light_index < state.lighting.src_num; ++light_index) { - unsigned num = regs.lighting.light_enable.GetNum(light_index); - const auto& light = regs.lighting.light[num]; - state.lighting.light[light_index].num = num; - state.lighting.light[light_index].directional = light.config.directional != 0; - state.lighting.light[light_index].two_sided_diffuse = light.config.two_sided_diffuse != 0; - state.lighting.light[light_index].geometric_factor_0 = light.config.geometric_factor_0 != 0; - state.lighting.light[light_index].geometric_factor_1 = light.config.geometric_factor_1 != 0; - state.lighting.light[light_index].dist_atten_enable = - !regs.lighting.IsDistAttenDisabled(num); - state.lighting.light[light_index].spot_atten_enable = - !regs.lighting.IsSpotAttenDisabled(num); - } - - state.lighting.lut_d0.enable = regs.lighting.config1.disable_lut_d0 == 0; - state.lighting.lut_d0.abs_input = regs.lighting.abs_lut_input.disable_d0 == 0; - state.lighting.lut_d0.type = regs.lighting.lut_input.d0.Value(); - state.lighting.lut_d0.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d0); - - state.lighting.lut_d1.enable = regs.lighting.config1.disable_lut_d1 == 0; - state.lighting.lut_d1.abs_input = regs.lighting.abs_lut_input.disable_d1 == 0; - state.lighting.lut_d1.type = regs.lighting.lut_input.d1.Value(); - state.lighting.lut_d1.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d1); - - // this is a dummy field due to lack of the corresponding register - state.lighting.lut_sp.enable = true; - state.lighting.lut_sp.abs_input = regs.lighting.abs_lut_input.disable_sp == 0; - state.lighting.lut_sp.type = regs.lighting.lut_input.sp.Value(); - state.lighting.lut_sp.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.sp); - - state.lighting.lut_fr.enable = regs.lighting.config1.disable_lut_fr == 0; - state.lighting.lut_fr.abs_input = regs.lighting.abs_lut_input.disable_fr == 0; - state.lighting.lut_fr.type = regs.lighting.lut_input.fr.Value(); - state.lighting.lut_fr.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.fr); - - state.lighting.lut_rr.enable = regs.lighting.config1.disable_lut_rr == 0; - state.lighting.lut_rr.abs_input = regs.lighting.abs_lut_input.disable_rr == 0; - state.lighting.lut_rr.type = regs.lighting.lut_input.rr.Value(); - state.lighting.lut_rr.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rr); - - state.lighting.lut_rg.enable = regs.lighting.config1.disable_lut_rg == 0; - state.lighting.lut_rg.abs_input = regs.lighting.abs_lut_input.disable_rg == 0; - state.lighting.lut_rg.type = regs.lighting.lut_input.rg.Value(); - state.lighting.lut_rg.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rg); - - state.lighting.lut_rb.enable = regs.lighting.config1.disable_lut_rb == 0; - state.lighting.lut_rb.abs_input = regs.lighting.abs_lut_input.disable_rb == 0; - state.lighting.lut_rb.type = regs.lighting.lut_input.rb.Value(); - state.lighting.lut_rb.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rb); - - state.lighting.config = regs.lighting.config0.config; - state.lighting.fresnel_selector = regs.lighting.config0.fresnel_selector; - state.lighting.bump_mode = regs.lighting.config0.bump_mode; - state.lighting.bump_selector = regs.lighting.config0.bump_selector; - state.lighting.bump_renorm = regs.lighting.config0.disable_bump_renorm == 0; - state.lighting.clamp_highlights = regs.lighting.config0.clamp_highlights != 0; - - state.proctex.enable = regs.texturing.main_config.texture3_enable; - if (state.proctex.enable) { - state.proctex.coord = regs.texturing.main_config.texture3_coordinates; - state.proctex.u_clamp = regs.texturing.proctex.u_clamp; - state.proctex.v_clamp = regs.texturing.proctex.v_clamp; - state.proctex.color_combiner = regs.texturing.proctex.color_combiner; - state.proctex.alpha_combiner = regs.texturing.proctex.alpha_combiner; - state.proctex.separate_alpha = regs.texturing.proctex.separate_alpha; - state.proctex.noise_enable = regs.texturing.proctex.noise_enable; - state.proctex.u_shift = regs.texturing.proctex.u_shift; - state.proctex.v_shift = regs.texturing.proctex.v_shift; - state.proctex.lut_width = regs.texturing.proctex_lut.width; - state.proctex.lut_offset = regs.texturing.proctex_lut_offset; - state.proctex.lut_filter = regs.texturing.proctex_lut.filter; - } - - return res; -} - -/// Detects if a TEV stage is configured to be skipped (to avoid generating unnecessary code) -static bool IsPassThroughTevStage(const TevStageConfig& stage) { - return (stage.color_op == TevStageConfig::Operation::Replace && - stage.alpha_op == TevStageConfig::Operation::Replace && - stage.color_source1 == TevStageConfig::Source::Previous && - stage.alpha_source1 == TevStageConfig::Source::Previous && - stage.color_modifier1 == TevStageConfig::ColorModifier::SourceColor && - stage.alpha_modifier1 == TevStageConfig::AlphaModifier::SourceAlpha && - stage.GetColorMultiplier() == 1 && stage.GetAlphaMultiplier() == 1); -} - -static std::string SampleTexture(const PicaShaderConfig& config, unsigned texture_unit) { - const auto& state = config.state; - switch (texture_unit) { - case 0: - // Only unit 0 respects the texturing type - switch (state.texture0_type) { - case TexturingRegs::TextureConfig::Texture2D: - return "texture(tex[0], texcoord[0])"; - case TexturingRegs::TextureConfig::Projection2D: - return "textureProj(tex[0], vec3(texcoord[0], texcoord0_w))"; - default: - LOG_CRITICAL(HW_GPU, "Unhandled texture type %x", - static_cast<int>(state.texture0_type)); - UNIMPLEMENTED(); - return "texture(tex[0], texcoord[0])"; - } - case 1: - return "texture(tex[1], texcoord[1])"; - case 2: - if (state.texture2_use_coord1) - return "texture(tex[2], texcoord[1])"; - else - return "texture(tex[2], texcoord[2])"; - case 3: - if (state.proctex.enable) { - return "ProcTex()"; - } else { - LOG_ERROR(Render_OpenGL, "Using Texture3 without enabling it"); - return "vec4(0.0)"; - } - default: - UNREACHABLE(); - return ""; - } -} - -/// Writes the specified TEV stage source component(s) -static void AppendSource(std::string& out, const PicaShaderConfig& config, - TevStageConfig::Source source, const std::string& index_name) { - const auto& state = config.state; - using Source = TevStageConfig::Source; - switch (source) { - case Source::PrimaryColor: - out += "primary_color"; - break; - case Source::PrimaryFragmentColor: - out += "primary_fragment_color"; - break; - case Source::SecondaryFragmentColor: - out += "secondary_fragment_color"; - break; - case Source::Texture0: - out += SampleTexture(config, 0); - break; - case Source::Texture1: - out += SampleTexture(config, 1); - break; - case Source::Texture2: - out += SampleTexture(config, 2); - break; - case Source::Texture3: - out += SampleTexture(config, 3); - break; - case Source::PreviousBuffer: - out += "combiner_buffer"; - break; - case Source::Constant: - ((out += "const_color[") += index_name) += ']'; - break; - case Source::Previous: - out += "last_tex_env_out"; - break; - default: - out += "vec4(0.0)"; - LOG_CRITICAL(Render_OpenGL, "Unknown source op %u", source); - break; - } -} - -/// Writes the color components to use for the specified TEV stage color modifier -static void AppendColorModifier(std::string& out, const PicaShaderConfig& config, - TevStageConfig::ColorModifier modifier, - TevStageConfig::Source source, const std::string& index_name) { - using ColorModifier = TevStageConfig::ColorModifier; - switch (modifier) { - case ColorModifier::SourceColor: - AppendSource(out, config, source, index_name); - out += ".rgb"; - break; - case ColorModifier::OneMinusSourceColor: - out += "vec3(1.0) - "; - AppendSource(out, config, source, index_name); - out += ".rgb"; - break; - case ColorModifier::SourceAlpha: - AppendSource(out, config, source, index_name); - out += ".aaa"; - break; - case ColorModifier::OneMinusSourceAlpha: - out += "vec3(1.0) - "; - AppendSource(out, config, source, index_name); - out += ".aaa"; - break; - case ColorModifier::SourceRed: - AppendSource(out, config, source, index_name); - out += ".rrr"; - break; - case ColorModifier::OneMinusSourceRed: - out += "vec3(1.0) - "; - AppendSource(out, config, source, index_name); - out += ".rrr"; - break; - case ColorModifier::SourceGreen: - AppendSource(out, config, source, index_name); - out += ".ggg"; - break; - case ColorModifier::OneMinusSourceGreen: - out += "vec3(1.0) - "; - AppendSource(out, config, source, index_name); - out += ".ggg"; - break; - case ColorModifier::SourceBlue: - AppendSource(out, config, source, index_name); - out += ".bbb"; - break; - case ColorModifier::OneMinusSourceBlue: - out += "vec3(1.0) - "; - AppendSource(out, config, source, index_name); - out += ".bbb"; - break; - default: - out += "vec3(0.0)"; - LOG_CRITICAL(Render_OpenGL, "Unknown color modifier op %u", modifier); - break; - } -} - -/// Writes the alpha component to use for the specified TEV stage alpha modifier -static void AppendAlphaModifier(std::string& out, const PicaShaderConfig& config, - TevStageConfig::AlphaModifier modifier, - TevStageConfig::Source source, const std::string& index_name) { - using AlphaModifier = TevStageConfig::AlphaModifier; - switch (modifier) { - case AlphaModifier::SourceAlpha: - AppendSource(out, config, source, index_name); - out += ".a"; - break; - case AlphaModifier::OneMinusSourceAlpha: - out += "1.0 - "; - AppendSource(out, config, source, index_name); - out += ".a"; - break; - case AlphaModifier::SourceRed: - AppendSource(out, config, source, index_name); - out += ".r"; - break; - case AlphaModifier::OneMinusSourceRed: - out += "1.0 - "; - AppendSource(out, config, source, index_name); - out += ".r"; - break; - case AlphaModifier::SourceGreen: - AppendSource(out, config, source, index_name); - out += ".g"; - break; - case AlphaModifier::OneMinusSourceGreen: - out += "1.0 - "; - AppendSource(out, config, source, index_name); - out += ".g"; - break; - case AlphaModifier::SourceBlue: - AppendSource(out, config, source, index_name); - out += ".b"; - break; - case AlphaModifier::OneMinusSourceBlue: - out += "1.0 - "; - AppendSource(out, config, source, index_name); - out += ".b"; - break; - default: - out += "0.0"; - LOG_CRITICAL(Render_OpenGL, "Unknown alpha modifier op %u", modifier); - break; - } -} - -/// Writes the combiner function for the color components for the specified TEV stage operation -static void AppendColorCombiner(std::string& out, TevStageConfig::Operation operation, - const std::string& variable_name) { - out += "clamp("; - using Operation = TevStageConfig::Operation; - switch (operation) { - case Operation::Replace: - out += variable_name + "[0]"; - break; - case Operation::Modulate: - out += variable_name + "[0] * " + variable_name + "[1]"; - break; - case Operation::Add: - out += variable_name + "[0] + " + variable_name + "[1]"; - break; - case Operation::AddSigned: - out += variable_name + "[0] + " + variable_name + "[1] - vec3(0.5)"; - break; - case Operation::Lerp: - out += variable_name + "[0] * " + variable_name + "[2] + " + variable_name + - "[1] * (vec3(1.0) - " + variable_name + "[2])"; - break; - case Operation::Subtract: - out += variable_name + "[0] - " + variable_name + "[1]"; - break; - case Operation::MultiplyThenAdd: - out += variable_name + "[0] * " + variable_name + "[1] + " + variable_name + "[2]"; - break; - case Operation::AddThenMultiply: - out += "min(" + variable_name + "[0] + " + variable_name + "[1], vec3(1.0)) * " + - variable_name + "[2]"; - break; - case Operation::Dot3_RGB: - case Operation::Dot3_RGBA: - out += "vec3(dot(" + variable_name + "[0] - vec3(0.5), " + variable_name + - "[1] - vec3(0.5)) * 4.0)"; - break; - default: - out += "vec3(0.0)"; - LOG_CRITICAL(Render_OpenGL, "Unknown color combiner operation: %u", operation); - break; - } - out += ", vec3(0.0), vec3(1.0))"; // Clamp result to 0.0, 1.0 -} - -/// Writes the combiner function for the alpha component for the specified TEV stage operation -static void AppendAlphaCombiner(std::string& out, TevStageConfig::Operation operation, - const std::string& variable_name) { - out += "clamp("; - using Operation = TevStageConfig::Operation; - switch (operation) { - case Operation::Replace: - out += variable_name + "[0]"; - break; - case Operation::Modulate: - out += variable_name + "[0] * " + variable_name + "[1]"; - break; - case Operation::Add: - out += variable_name + "[0] + " + variable_name + "[1]"; - break; - case Operation::AddSigned: - out += variable_name + "[0] + " + variable_name + "[1] - 0.5"; - break; - case Operation::Lerp: - out += variable_name + "[0] * " + variable_name + "[2] + " + variable_name + - "[1] * (1.0 - " + variable_name + "[2])"; - break; - case Operation::Subtract: - out += variable_name + "[0] - " + variable_name + "[1]"; - break; - case Operation::MultiplyThenAdd: - out += variable_name + "[0] * " + variable_name + "[1] + " + variable_name + "[2]"; - break; - case Operation::AddThenMultiply: - out += "min(" + variable_name + "[0] + " + variable_name + "[1], 1.0) * " + variable_name + - "[2]"; - break; - default: - out += "0.0"; - LOG_CRITICAL(Render_OpenGL, "Unknown alpha combiner operation: %u", operation); - break; - } - out += ", 0.0, 1.0)"; -} - -/// Writes the if-statement condition used to evaluate alpha testing -static void AppendAlphaTestCondition(std::string& out, FramebufferRegs::CompareFunc func) { - using CompareFunc = FramebufferRegs::CompareFunc; - switch (func) { - case CompareFunc::Never: - out += "true"; - break; - case CompareFunc::Always: - out += "false"; - break; - case CompareFunc::Equal: - case CompareFunc::NotEqual: - case CompareFunc::LessThan: - case CompareFunc::LessThanOrEqual: - case CompareFunc::GreaterThan: - case CompareFunc::GreaterThanOrEqual: { - static const char* op[] = {"!=", "==", ">=", ">", "<=", "<"}; - unsigned index = (unsigned)func - (unsigned)CompareFunc::Equal; - out += "int(last_tex_env_out.a * 255.0) " + std::string(op[index]) + " alphatest_ref"; - break; - } - - default: - out += "false"; - LOG_CRITICAL(Render_OpenGL, "Unknown alpha test condition %u", func); - break; - } -} - -/// Writes the code to emulate the specified TEV stage -static void WriteTevStage(std::string& out, const PicaShaderConfig& config, unsigned index) { - const auto stage = - static_cast<const TexturingRegs::TevStageConfig>(config.state.tev_stages[index]); - if (!IsPassThroughTevStage(stage)) { - std::string index_name = std::to_string(index); - - out += "vec3 color_results_" + index_name + "[3] = vec3[3]("; - AppendColorModifier(out, config, stage.color_modifier1, stage.color_source1, index_name); - out += ", "; - AppendColorModifier(out, config, stage.color_modifier2, stage.color_source2, index_name); - out += ", "; - AppendColorModifier(out, config, stage.color_modifier3, stage.color_source3, index_name); - out += ");\n"; - - out += "vec3 color_output_" + index_name + " = "; - AppendColorCombiner(out, stage.color_op, "color_results_" + index_name); - out += ";\n"; - - if (stage.color_op == TevStageConfig::Operation::Dot3_RGBA) { - // result of Dot3_RGBA operation is also placed to the alpha component - out += "float alpha_output_" + index_name + " = color_output_" + index_name + "[0];\n"; - } else { - out += "float alpha_results_" + index_name + "[3] = float[3]("; - AppendAlphaModifier(out, config, stage.alpha_modifier1, stage.alpha_source1, - index_name); - out += ", "; - AppendAlphaModifier(out, config, stage.alpha_modifier2, stage.alpha_source2, - index_name); - out += ", "; - AppendAlphaModifier(out, config, stage.alpha_modifier3, stage.alpha_source3, - index_name); - out += ");\n"; - - out += "float alpha_output_" + index_name + " = "; - AppendAlphaCombiner(out, stage.alpha_op, "alpha_results_" + index_name); - out += ";\n"; - } - - out += "last_tex_env_out = vec4(" - "clamp(color_output_" + - index_name + " * " + std::to_string(stage.GetColorMultiplier()) + - ".0, vec3(0.0), vec3(1.0))," - "clamp(alpha_output_" + - index_name + " * " + std::to_string(stage.GetAlphaMultiplier()) + - ".0, 0.0, 1.0));\n"; - } - - out += "combiner_buffer = next_combiner_buffer;\n"; - - if (config.TevStageUpdatesCombinerBufferColor(index)) - out += "next_combiner_buffer.rgb = last_tex_env_out.rgb;\n"; - - if (config.TevStageUpdatesCombinerBufferAlpha(index)) - out += "next_combiner_buffer.a = last_tex_env_out.a;\n"; -} - -/// Writes the code to emulate fragment lighting -static void WriteLighting(std::string& out, const PicaShaderConfig& config) { - const auto& lighting = config.state.lighting; - - // Define lighting globals - out += "vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);\n" - "vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);\n" - "vec3 light_vector = vec3(0.0);\n" - "vec3 refl_value = vec3(0.0);\n" - "vec3 spot_dir = vec3(0.0);\n" - "vec3 half_vector = vec3(0.0);\n" - "float geo_factor = 1.0;\n"; - - // Compute fragment normals and tangents - auto Perturbation = [&]() { - return "2.0 * (" + SampleTexture(config, lighting.bump_selector) + ").rgb - 1.0"; - }; - if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) { - // Bump mapping is enabled using a normal map - out += "vec3 surface_normal = " + Perturbation() + ";\n"; - - // Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher - // precision result - if (lighting.bump_renorm) { - std::string val = - "(1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y))"; - out += "surface_normal.z = sqrt(max(" + val + ", 0.0));\n"; - } - - // The tangent vector is not perturbed by the normal map and is just a unit vector. - out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n"; - } else if (lighting.bump_mode == LightingRegs::LightingBumpMode::TangentMap) { - // Bump mapping is enabled using a tangent map - out += "vec3 surface_tangent = " + Perturbation() + ";\n"; - // Mathematically, recomputing Z-component of the tangent vector won't affect the relevant - // computation below, which is also confirmed on 3DS. So we don't bother recomputing here - // even if 'renorm' is enabled. - - // The normal vector is not perturbed by the tangent map and is just a unit vector. - out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n"; - } else { - // No bump mapping - surface local normal and tangent are just unit vectors - out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n"; - out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n"; - } - - // Rotate the surface-local normal by the interpolated normal quaternion to convert it to - // eyespace. - out += "vec4 normalized_normquat = normalize(normquat);\n"; - out += "vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);\n"; - out += "vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);\n"; - - // Samples the specified lookup table for specular lighting - auto GetLutValue = [&lighting](LightingRegs::LightingSampler sampler, unsigned light_num, - LightingRegs::LightingLutInput input, bool abs) { - std::string index; - switch (input) { - case LightingRegs::LightingLutInput::NH: - index = "dot(normal, normalize(half_vector))"; - break; - - case LightingRegs::LightingLutInput::VH: - index = std::string("dot(normalize(view), normalize(half_vector))"); - break; - - case LightingRegs::LightingLutInput::NV: - index = std::string("dot(normal, normalize(view))"); - break; - - case LightingRegs::LightingLutInput::LN: - index = std::string("dot(light_vector, normal)"); - break; - - case LightingRegs::LightingLutInput::SP: - index = std::string("dot(light_vector, spot_dir)"); - break; - - case LightingRegs::LightingLutInput::CP: - // CP input is only available with configuration 7 - if (lighting.config == LightingRegs::LightingConfig::Config7) { - // Note: even if the normal vector is modified by normal map, which is not the - // normal of the tangent plane anymore, the half angle vector is still projected - // using the modified normal vector. - std::string half_angle_proj = - "normalize(half_vector) - normal * dot(normal, normalize(half_vector))"; - // Note: the half angle vector projection is confirmed not normalized before the dot - // product. The result is in fact not cos(phi) as the name suggested. - index = "dot(" + half_angle_proj + ", tangent)"; - } else { - index = "0.0"; - } - break; - - default: - LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input); - UNIMPLEMENTED(); - index = "0.0"; - break; - } - - std::string sampler_string = std::to_string(static_cast<unsigned>(sampler)); - - if (abs) { - // LUT index is in the range of (0.0, 1.0) - index = lighting.light[light_num].two_sided_diffuse ? "abs(" + index + ")" - : "max(" + index + ", 0.0)"; - return "LookupLightingLUTUnsigned(" + sampler_string + ", " + index + ")"; - } else { - // LUT index is in the range of (-1.0, 1.0) - return "LookupLightingLUTSigned(" + sampler_string + ", " + index + ")"; - } - - }; - - // Write the code to emulate each enabled light - for (unsigned light_index = 0; light_index < lighting.src_num; ++light_index) { - const auto& light_config = lighting.light[light_index]; - std::string light_src = "light_src[" + std::to_string(light_config.num) + "]"; - - // Compute light vector (directional or positional) - if (light_config.directional) - out += "light_vector = normalize(" + light_src + ".position);\n"; - else - out += "light_vector = normalize(" + light_src + ".position + view);\n"; - - out += "spot_dir = " + light_src + ".spot_direction;\n"; - out += "half_vector = normalize(view) + light_vector;\n"; - - // Compute dot product of light_vector and normal, adjust if lighting is one-sided or - // two-sided - std::string dot_product = light_config.two_sided_diffuse - ? "abs(dot(light_vector, normal))" - : "max(dot(light_vector, normal), 0.0)"; - - // If enabled, compute spot light attenuation value - std::string spot_atten = "1.0"; - if (light_config.spot_atten_enable && - LightingRegs::IsLightingSamplerSupported( - lighting.config, LightingRegs::LightingSampler::SpotlightAttenuation)) { - std::string value = - GetLutValue(LightingRegs::SpotlightAttenuationSampler(light_config.num), - light_config.num, lighting.lut_sp.type, lighting.lut_sp.abs_input); - spot_atten = "(" + std::to_string(lighting.lut_sp.scale) + " * " + value + ")"; - } - - // If enabled, compute distance attenuation value - std::string dist_atten = "1.0"; - if (light_config.dist_atten_enable) { - std::string index = "clamp(" + light_src + ".dist_atten_scale * length(-view - " + - light_src + ".position) + " + light_src + - ".dist_atten_bias, 0.0, 1.0)"; - auto sampler = LightingRegs::DistanceAttenuationSampler(light_config.num); - dist_atten = "LookupLightingLUTUnsigned(" + - std::to_string(static_cast<unsigned>(sampler)) + "," + index + ")"; - } - - // If enabled, clamp specular component if lighting result is negative - std::string clamp_highlights = - lighting.clamp_highlights ? "(dot(light_vector, normal) <= 0.0 ? 0.0 : 1.0)" : "1.0"; - - if (light_config.geometric_factor_0 || light_config.geometric_factor_1) { - out += "geo_factor = dot(half_vector, half_vector);\n" - "geo_factor = geo_factor == 0.0 ? 0.0 : min(" + - dot_product + " / geo_factor, 1.0);\n"; - } - - // Specular 0 component - std::string d0_lut_value = "1.0"; - if (lighting.lut_d0.enable && - LightingRegs::IsLightingSamplerSupported( - lighting.config, LightingRegs::LightingSampler::Distribution0)) { - // Lookup specular "distribution 0" LUT value - std::string value = - GetLutValue(LightingRegs::LightingSampler::Distribution0, light_config.num, - lighting.lut_d0.type, lighting.lut_d0.abs_input); - d0_lut_value = "(" + std::to_string(lighting.lut_d0.scale) + " * " + value + ")"; - } - std::string specular_0 = "(" + d0_lut_value + " * " + light_src + ".specular_0)"; - if (light_config.geometric_factor_0) { - specular_0 = "(" + specular_0 + " * geo_factor)"; - } - - // If enabled, lookup ReflectRed value, otherwise, 1.0 is used - if (lighting.lut_rr.enable && - LightingRegs::IsLightingSamplerSupported(lighting.config, - LightingRegs::LightingSampler::ReflectRed)) { - std::string value = - GetLutValue(LightingRegs::LightingSampler::ReflectRed, light_config.num, - lighting.lut_rr.type, lighting.lut_rr.abs_input); - value = "(" + std::to_string(lighting.lut_rr.scale) + " * " + value + ")"; - out += "refl_value.r = " + value + ";\n"; - } else { - out += "refl_value.r = 1.0;\n"; - } - - // If enabled, lookup ReflectGreen value, otherwise, ReflectRed value is used - if (lighting.lut_rg.enable && - LightingRegs::IsLightingSamplerSupported(lighting.config, - LightingRegs::LightingSampler::ReflectGreen)) { - std::string value = - GetLutValue(LightingRegs::LightingSampler::ReflectGreen, light_config.num, - lighting.lut_rg.type, lighting.lut_rg.abs_input); - value = "(" + std::to_string(lighting.lut_rg.scale) + " * " + value + ")"; - out += "refl_value.g = " + value + ";\n"; - } else { - out += "refl_value.g = refl_value.r;\n"; - } - - // If enabled, lookup ReflectBlue value, otherwise, ReflectRed value is used - if (lighting.lut_rb.enable && - LightingRegs::IsLightingSamplerSupported(lighting.config, - LightingRegs::LightingSampler::ReflectBlue)) { - std::string value = - GetLutValue(LightingRegs::LightingSampler::ReflectBlue, light_config.num, - lighting.lut_rb.type, lighting.lut_rb.abs_input); - value = "(" + std::to_string(lighting.lut_rb.scale) + " * " + value + ")"; - out += "refl_value.b = " + value + ";\n"; - } else { - out += "refl_value.b = refl_value.r;\n"; - } - - // Specular 1 component - std::string d1_lut_value = "1.0"; - if (lighting.lut_d1.enable && - LightingRegs::IsLightingSamplerSupported( - lighting.config, LightingRegs::LightingSampler::Distribution1)) { - // Lookup specular "distribution 1" LUT value - std::string value = - GetLutValue(LightingRegs::LightingSampler::Distribution1, light_config.num, - lighting.lut_d1.type, lighting.lut_d1.abs_input); - d1_lut_value = "(" + std::to_string(lighting.lut_d1.scale) + " * " + value + ")"; - } - std::string specular_1 = - "(" + d1_lut_value + " * refl_value * " + light_src + ".specular_1)"; - if (light_config.geometric_factor_1) { - specular_1 = "(" + specular_1 + " * geo_factor)"; - } - - // Fresnel - // Note: only the last entry in the light slots applies the Fresnel factor - if (light_index == lighting.src_num - 1 && lighting.lut_fr.enable && - LightingRegs::IsLightingSamplerSupported(lighting.config, - LightingRegs::LightingSampler::Fresnel)) { - // Lookup fresnel LUT value - std::string value = - GetLutValue(LightingRegs::LightingSampler::Fresnel, light_config.num, - lighting.lut_fr.type, lighting.lut_fr.abs_input); - value = "(" + std::to_string(lighting.lut_fr.scale) + " * " + value + ")"; - - // Enabled for diffuse lighting alpha component - if (lighting.fresnel_selector == LightingRegs::LightingFresnelSelector::PrimaryAlpha || - lighting.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) { - out += "diffuse_sum.a = " + value + ";\n"; - } - - // Enabled for the specular lighting alpha component - if (lighting.fresnel_selector == - LightingRegs::LightingFresnelSelector::SecondaryAlpha || - lighting.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) { - out += "specular_sum.a = " + value + ";\n"; - } - } - - // Compute primary fragment color (diffuse lighting) function - out += "diffuse_sum.rgb += ((" + light_src + ".diffuse * " + dot_product + ") + " + - light_src + ".ambient) * " + dist_atten + " * " + spot_atten + ";\n"; - - // Compute secondary fragment color (specular lighting) function - out += "specular_sum.rgb += (" + specular_0 + " + " + specular_1 + ") * " + - clamp_highlights + " * " + dist_atten + " * " + spot_atten + ";\n"; - } - - // Sum final lighting result - out += "diffuse_sum.rgb += lighting_global_ambient;\n"; - out += "primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));\n"; - out += "secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));\n"; -} - -using ProcTexClamp = TexturingRegs::ProcTexClamp; -using ProcTexShift = TexturingRegs::ProcTexShift; -using ProcTexCombiner = TexturingRegs::ProcTexCombiner; -using ProcTexFilter = TexturingRegs::ProcTexFilter; - -void AppendProcTexShiftOffset(std::string& out, const std::string& v, ProcTexShift mode, - ProcTexClamp clamp_mode) { - std::string offset = (clamp_mode == ProcTexClamp::MirroredRepeat) ? "1.0" : "0.5"; - switch (mode) { - case ProcTexShift::None: - out += "0"; - break; - case ProcTexShift::Odd: - out += offset + " * ((int(" + v + ") / 2) % 2)"; - break; - case ProcTexShift::Even: - out += offset + " * (((int(" + v + ") + 1) / 2) % 2)"; - break; - default: - LOG_CRITICAL(HW_GPU, "Unknown shift mode %u", static_cast<u32>(mode)); - out += "0"; - break; - } -} - -void AppendProcTexClamp(std::string& out, const std::string& var, ProcTexClamp mode) { - switch (mode) { - case ProcTexClamp::ToZero: - out += var + " = " + var + " > 1.0 ? 0 : " + var + ";\n"; - break; - case ProcTexClamp::ToEdge: - out += var + " = " + "min(" + var + ", 1.0);\n"; - break; - case ProcTexClamp::SymmetricalRepeat: - out += var + " = " + "fract(" + var + ");\n"; - break; - case ProcTexClamp::MirroredRepeat: { - out += - var + " = int(" + var + ") % 2 == 0 ? fract(" + var + ") : 1.0 - fract(" + var + ");\n"; - break; - } - case ProcTexClamp::Pulse: - out += var + " = " + var + " > 0.5 ? 1.0 : 0.0;\n"; - break; - default: - LOG_CRITICAL(HW_GPU, "Unknown clamp mode %u", static_cast<u32>(mode)); - out += var + " = " + "min(" + var + ", 1.0);\n"; - break; - } -} - -void AppendProcTexCombineAndMap(std::string& out, ProcTexCombiner combiner, - const std::string& map_lut) { - std::string combined; - switch (combiner) { - case ProcTexCombiner::U: - combined = "u"; - break; - case ProcTexCombiner::U2: - combined = "(u * u)"; - break; - case TexturingRegs::ProcTexCombiner::V: - combined = "v"; - break; - case TexturingRegs::ProcTexCombiner::V2: - combined = "(v * v)"; - break; - case TexturingRegs::ProcTexCombiner::Add: - combined = "((u + v) * 0.5)"; - break; - case TexturingRegs::ProcTexCombiner::Add2: - combined = "((u * u + v * v) * 0.5)"; - break; - case TexturingRegs::ProcTexCombiner::SqrtAdd2: - combined = "min(sqrt(u * u + v * v), 1.0)"; - break; - case TexturingRegs::ProcTexCombiner::Min: - combined = "min(u, v)"; - break; - case TexturingRegs::ProcTexCombiner::Max: - combined = "max(u, v)"; - break; - case TexturingRegs::ProcTexCombiner::RMax: - combined = "min(((u + v) * 0.5 + sqrt(u * u + v * v)) * 0.5, 1.0)"; - break; - default: - LOG_CRITICAL(HW_GPU, "Unknown combiner %u", static_cast<u32>(combiner)); - combined = "0.0"; - break; - } - out += "ProcTexLookupLUT(" + map_lut + ", " + combined + ")"; -} - -void AppendProcTexSampler(std::string& out, const PicaShaderConfig& config) { - // LUT sampling uitlity - // For NoiseLUT/ColorMap/AlphaMap, coord=0.0 is lut[0], coord=127.0/128.0 is lut[127] and - // coord=1.0 is lut[127]+lut_diff[127]. For other indices, the result is interpolated using - // value entries and difference entries. - out += R"( -float ProcTexLookupLUT(samplerBuffer lut, float coord) { - coord *= 128; - float index_i = clamp(floor(coord), 0.0, 127.0); - float index_f = coord - index_i; // fract() cannot be used here because 128.0 needs to be - // extracted as index_i = 127.0 and index_f = 1.0 - vec2 entry = texelFetch(lut, int(index_i)).rg; - return clamp(entry.r + entry.g * index_f, 0.0, 1.0); -} - )"; - - // Noise utility - if (config.state.proctex.noise_enable) { - // See swrasterizer/proctex.cpp for more information about these functions - out += R"( -int ProcTexNoiseRand1D(int v) { - const int table[] = int[](0,4,10,8,4,9,7,12,5,15,13,14,11,15,2,11); - return ((v % 9 + 2) * 3 & 0xF) ^ table[(v / 9) & 0xF]; -} - -float ProcTexNoiseRand2D(vec2 point) { - const int table[] = int[](10,2,15,8,0,7,4,5,5,13,2,6,13,9,3,14); - int u2 = ProcTexNoiseRand1D(int(point.x)); - int v2 = ProcTexNoiseRand1D(int(point.y)); - v2 += ((u2 & 3) == 1) ? 4 : 0; - v2 ^= (u2 & 1) * 6; - v2 += 10 + u2; - v2 &= 0xF; - v2 ^= table[u2]; - return -1.0 + float(v2) * 2.0/ 15.0; -} - -float ProcTexNoiseCoef(vec2 x) { - vec2 grid = 9.0 * proctex_noise_f * abs(x + proctex_noise_p); - vec2 point = floor(grid); - vec2 frac = grid - point; - - float g0 = ProcTexNoiseRand2D(point) * (frac.x + frac.y); - float g1 = ProcTexNoiseRand2D(point + vec2(1.0, 0.0)) * (frac.x + frac.y - 1.0); - float g2 = ProcTexNoiseRand2D(point + vec2(0.0, 1.0)) * (frac.x + frac.y - 1.0); - float g3 = ProcTexNoiseRand2D(point + vec2(1.0, 1.0)) * (frac.x + frac.y - 2.0); - - float x_noise = ProcTexLookupLUT(proctex_noise_lut, frac.x); - float y_noise = ProcTexLookupLUT(proctex_noise_lut, frac.y); - float x0 = mix(g0, g1, x_noise); - float x1 = mix(g2, g3, x_noise); - return mix(x0, x1, y_noise); -} - )"; - } - - out += "vec4 ProcTex() {\n"; - out += "vec2 uv = abs(texcoord[" + std::to_string(config.state.proctex.coord) + "]);\n"; - - // Get shift offset before noise generation - out += "float u_shift = "; - AppendProcTexShiftOffset(out, "uv.y", config.state.proctex.u_shift, - config.state.proctex.u_clamp); - out += ";\n"; - out += "float v_shift = "; - AppendProcTexShiftOffset(out, "uv.x", config.state.proctex.v_shift, - config.state.proctex.v_clamp); - out += ";\n"; - - // Generate noise - if (config.state.proctex.noise_enable) { - out += "uv += proctex_noise_a * ProcTexNoiseCoef(uv);\n"; - out += "uv = abs(uv);\n"; - } - - // Shift - out += "float u = uv.x + u_shift;\n"; - out += "float v = uv.y + v_shift;\n"; - - // Clamp - AppendProcTexClamp(out, "u", config.state.proctex.u_clamp); - AppendProcTexClamp(out, "v", config.state.proctex.v_clamp); - - // Combine and map - out += "float lut_coord = "; - AppendProcTexCombineAndMap(out, config.state.proctex.color_combiner, "proctex_color_map"); - out += ";\n"; - - // Look up color - // For the color lut, coord=0.0 is lut[offset] and coord=1.0 is lut[offset+width-1] - out += "lut_coord *= " + std::to_string(config.state.proctex.lut_width - 1) + ";\n"; - // TODO(wwylele): implement mipmap - switch (config.state.proctex.lut_filter) { - case ProcTexFilter::Linear: - case ProcTexFilter::LinearMipmapLinear: - case ProcTexFilter::LinearMipmapNearest: - out += "int lut_index_i = int(lut_coord) + " + - std::to_string(config.state.proctex.lut_offset) + ";\n"; - out += "float lut_index_f = fract(lut_coord);\n"; - out += "vec4 final_color = texelFetch(proctex_lut, lut_index_i) + lut_index_f * " - "texelFetch(proctex_diff_lut, lut_index_i);\n"; - break; - case ProcTexFilter::Nearest: - case ProcTexFilter::NearestMipmapLinear: - case ProcTexFilter::NearestMipmapNearest: - out += "lut_coord += " + std::to_string(config.state.proctex.lut_offset) + ";\n"; - out += "vec4 final_color = texelFetch(proctex_lut, int(round(lut_coord)));\n"; - break; - } - - if (config.state.proctex.separate_alpha) { - // Note: in separate alpha mode, the alpha channel skips the color LUT look up stage. It - // uses the output of CombineAndMap directly instead. - out += "float final_alpha = "; - AppendProcTexCombineAndMap(out, config.state.proctex.alpha_combiner, "proctex_alpha_map"); - out += ";\n"; - out += "return vec4(final_color.xyz, final_alpha);\n}\n"; - } else { - out += "return final_color;\n}\n"; - } -} - -std::string GenerateFragmentShader(const PicaShaderConfig& config) { - const auto& state = config.state; - - std::string out = R"( -#version 330 core - -in vec4 primary_color; -in vec2 texcoord[3]; -in float texcoord0_w; -in vec4 normquat; -in vec3 view; - -in vec4 gl_FragCoord; - -out vec4 color; - -uniform sampler2D tex[3]; -uniform samplerBuffer lighting_lut; -uniform samplerBuffer fog_lut; -uniform samplerBuffer proctex_noise_lut; -uniform samplerBuffer proctex_color_map; -uniform samplerBuffer proctex_alpha_map; -uniform samplerBuffer proctex_lut; -uniform samplerBuffer proctex_diff_lut; -)"; - - out += UniformBlockDef; - - out += R"( -// Rotate the vector v by the quaternion q -vec3 quaternion_rotate(vec4 q, vec3 v) { - return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v); -} - -float LookupLightingLUT(int lut_index, int index, float delta) { - vec2 entry = texelFetch(lighting_lut, lut_index * 256 + index).rg; - return entry.r + entry.g * delta; -} - -float LookupLightingLUTUnsigned(int lut_index, float pos) { - int index = clamp(int(pos * 256.0), 0, 255); - float delta = pos * 256.0 - index; - return LookupLightingLUT(lut_index, index, delta); -} - -float LookupLightingLUTSigned(int lut_index, float pos) { - int index = clamp(int(pos * 128.0), -128, 127); - float delta = pos * 128.0 - index; - if (index < 0) index += 256; - return LookupLightingLUT(lut_index, index, delta); -} - -)"; - - if (config.state.proctex.enable) - AppendProcTexSampler(out, config); - - out += R"( -void main() { -vec4 primary_fragment_color = vec4(0.0); -vec4 secondary_fragment_color = vec4(0.0); -)"; - - // Do not do any sort of processing if it's obvious we're not going to pass the alpha test - if (state.alpha_test_func == FramebufferRegs::CompareFunc::Never) { - out += "discard; }"; - return out; - } - - // Append the scissor test - if (state.scissor_test_mode != RasterizerRegs::ScissorMode::Disabled) { - out += "if ("; - // Negate the condition if we have to keep only the pixels outside the scissor box - if (state.scissor_test_mode == RasterizerRegs::ScissorMode::Include) - out += "!"; - out += "(gl_FragCoord.x >= scissor_x1 && " - "gl_FragCoord.y >= scissor_y1 && " - "gl_FragCoord.x < scissor_x2 && " - "gl_FragCoord.y < scissor_y2)) discard;\n"; - } - - // After perspective divide, OpenGL transform z_over_w from [-1, 1] to [near, far]. Here we use - // default near = 0 and far = 1, and undo the transformation to get the original z_over_w, then - // do our own transformation according to PICA specification. - out += "float z_over_w = 2.0 * gl_FragCoord.z - 1.0;\n"; - out += "float depth = z_over_w * depth_scale + depth_offset;\n"; - if (state.depthmap_enable == RasterizerRegs::DepthBuffering::WBuffering) { - out += "depth /= gl_FragCoord.w;\n"; - } - - if (state.lighting.enable) - WriteLighting(out, config); - - out += "vec4 combiner_buffer = vec4(0.0);\n"; - out += "vec4 next_combiner_buffer = tev_combiner_buffer_color;\n"; - out += "vec4 last_tex_env_out = vec4(0.0);\n"; - - for (size_t index = 0; index < state.tev_stages.size(); ++index) - WriteTevStage(out, config, (unsigned)index); - - if (state.alpha_test_func != FramebufferRegs::CompareFunc::Always) { - out += "if ("; - AppendAlphaTestCondition(out, state.alpha_test_func); - out += ") discard;\n"; - } - - // Append fog combiner - if (state.fog_mode == TexturingRegs::FogMode::Fog) { - // Get index into fog LUT - if (state.fog_flip) { - out += "float fog_index = (1.0 - depth) * 128.0;\n"; - } else { - out += "float fog_index = depth * 128.0;\n"; - } - - // Generate clamped fog factor from LUT for given fog index - out += "float fog_i = clamp(floor(fog_index), 0.0, 127.0);\n"; - out += "float fog_f = fog_index - fog_i;\n"; - out += "vec2 fog_lut_entry = texelFetch(fog_lut, int(fog_i)).rg;\n"; - out += "float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;\n"; - out += "fog_factor = clamp(fog_factor, 0.0, 1.0);\n"; - - // Blend the fog - out += "last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);\n"; - } else if (state.fog_mode == TexturingRegs::FogMode::Gas) { - Core::Telemetry().AddField(Telemetry::FieldType::Session, "VideoCore_Pica_UseGasMode", - true); - LOG_CRITICAL(Render_OpenGL, "Unimplemented gas mode"); - UNIMPLEMENTED(); - } - - out += "gl_FragDepth = depth;\n"; - out += "color = last_tex_env_out;\n"; - - out += "}"; - - return out; -} - -std::string GenerateVertexShader() { - std::string out = "#version 330 core\n"; - - out += "layout(location = " + std::to_string((int)ATTRIBUTE_POSITION) + - ") in vec4 vert_position;\n"; - out += "layout(location = " + std::to_string((int)ATTRIBUTE_COLOR) + ") in vec4 vert_color;\n"; - out += "layout(location = " + std::to_string((int)ATTRIBUTE_TEXCOORD0) + - ") in vec2 vert_texcoord0;\n"; - out += "layout(location = " + std::to_string((int)ATTRIBUTE_TEXCOORD1) + - ") in vec2 vert_texcoord1;\n"; - out += "layout(location = " + std::to_string((int)ATTRIBUTE_TEXCOORD2) + - ") in vec2 vert_texcoord2;\n"; - out += "layout(location = " + std::to_string((int)ATTRIBUTE_TEXCOORD0_W) + - ") in float vert_texcoord0_w;\n"; - out += "layout(location = " + std::to_string((int)ATTRIBUTE_NORMQUAT) + - ") in vec4 vert_normquat;\n"; - out += "layout(location = " + std::to_string((int)ATTRIBUTE_VIEW) + ") in vec3 vert_view;\n"; - - out += R"( -out vec4 primary_color; -out vec2 texcoord[3]; -out float texcoord0_w; -out vec4 normquat; -out vec3 view; - -)"; - - out += UniformBlockDef; - - out += R"( - -void main() { - primary_color = vert_color; - texcoord[0] = vert_texcoord0; - texcoord[1] = vert_texcoord1; - texcoord[2] = vert_texcoord2; - texcoord0_w = vert_texcoord0_w; - normquat = vert_normquat; - view = vert_view; - gl_Position = vert_position; - gl_ClipDistance[0] = -vert_position.z; // fixed PICA clipping plane z <= 0 - gl_ClipDistance[1] = dot(clip_coef, vert_position); -} -)"; - - return out; -} - -} // namespace GLShader |