@@ -0,0 +1,32 @@
|
||||
#line 2
|
||||
|
||||
/*
|
||||
* Copyright (c) 2022-2024 lax1dude. All Rights Reserved.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
||||
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
|
||||
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
*/
|
||||
|
||||
EAGLER_IN(vec2, v_texCoord2f)
|
||||
EAGLER_IN(vec4, v_color4f)
|
||||
|
||||
EAGLER_FRAG_OUT()
|
||||
|
||||
uniform sampler2D u_inputTexture;
|
||||
uniform vec4 u_colorBias4f;
|
||||
|
||||
void main() {
|
||||
EAGLER_FRAG_COLOR = EAGLER_TEXTURE_2D(u_inputTexture, v_texCoord2f) * v_color4f + u_colorBias4f;
|
||||
if(EAGLER_FRAG_COLOR.a < 0.004) {
|
||||
discard;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,50 @@
|
||||
#line 2
|
||||
|
||||
/*
|
||||
* Copyright (c) 2022-2024 lax1dude. All Rights Reserved.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
||||
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
|
||||
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
*/
|
||||
|
||||
EAGLER_VSH_LAYOUT_BEGIN()
|
||||
EAGLER_IN(0, vec3, a_position3f)
|
||||
EAGLER_IN(1, vec2, c_position2i)
|
||||
EAGLER_IN(2, vec2, c_coords2i)
|
||||
EAGLER_IN(3, vec4, c_color4f)
|
||||
EAGLER_VSH_LAYOUT_END()
|
||||
|
||||
EAGLER_OUT(vec2, v_texCoord2f)
|
||||
EAGLER_OUT(vec4, v_color4f)
|
||||
|
||||
uniform mat4 u_matrixTransform;
|
||||
uniform vec2 u_charSize2f;
|
||||
uniform vec2 u_charCoordSize2f;
|
||||
uniform vec4 u_color4f;
|
||||
|
||||
void main() {
|
||||
v_color4f = c_color4f.bgra;
|
||||
float shadowBit = a_position3f.z;
|
||||
float boldBit = shadowBit >= 0.5 ? 1.0 : 0.0;
|
||||
shadowBit -= boldBit * 0.5;
|
||||
v_color4f.rgb *= (1.0 - shadowBit * 3.0);
|
||||
v_texCoord2f = (c_coords2i + a_position3f.xy) * u_charCoordSize2f;
|
||||
vec2 pos2d = c_position2i + vec2(shadowBit * 4.0);
|
||||
pos2d += a_position3f.xy * u_charSize2f;
|
||||
pos2d.x += boldBit;
|
||||
float italicBit = v_color4f.a >= 0.5 ? 2.0 : 0.0;
|
||||
v_color4f.a -= italicBit * 0.25;
|
||||
pos2d.x -= (a_position3f.y - 0.5) * italicBit;
|
||||
v_color4f.a *= 2.0;
|
||||
v_color4f *= u_color4f;
|
||||
EAGLER_VERT_POSITION = u_matrixTransform * vec4(pos2d, 0.0, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,31 @@
|
||||
#line 2
|
||||
|
||||
/*
|
||||
* Copyright (c) 2022-2024 lax1dude. All Rights Reserved.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
||||
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
|
||||
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
*/
|
||||
|
||||
EAGLER_IN(vec2, v_texCoord2f)
|
||||
EAGLER_IN(vec4, v_color4f)
|
||||
|
||||
EAGLER_FRAG_OUT()
|
||||
|
||||
uniform sampler2D u_inputTexture;
|
||||
|
||||
void main() {
|
||||
EAGLER_FRAG_COLOR = EAGLER_TEXTURE_2D(u_inputTexture, v_texCoord2f) * v_color4f;
|
||||
if(EAGLER_FRAG_COLOR.a < 0.004) {
|
||||
discard;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,55 @@
|
||||
#line 2
|
||||
|
||||
/*
|
||||
* Copyright (c) 2022-2024 lax1dude. All Rights Reserved.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
||||
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
|
||||
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
*/
|
||||
|
||||
EAGLER_VSH_LAYOUT_BEGIN()
|
||||
EAGLER_IN(0, vec2, a_position2f)
|
||||
EAGLER_IN(1, vec3, p_position3f)
|
||||
EAGLER_IN(2, vec2, p_texCoords2i)
|
||||
EAGLER_IN(3, vec2, p_lightMap2f)
|
||||
EAGLER_IN(4, vec2, p_particleSize_texCoordsSize_2i)
|
||||
EAGLER_IN(5, vec4, p_color4f)
|
||||
EAGLER_VSH_LAYOUT_END()
|
||||
|
||||
EAGLER_OUT(vec2, v_texCoord2f)
|
||||
EAGLER_OUT(vec4, v_color4f)
|
||||
|
||||
uniform mat4 u_matrixTransform;
|
||||
uniform vec3 u_texCoordSize2f_particleSize1f;
|
||||
uniform vec3 u_transformParam_1_2_5_f;
|
||||
uniform vec2 u_transformParam_3_4_f;
|
||||
uniform vec4 u_color4f;
|
||||
|
||||
uniform sampler2D u_lightmapTexture;
|
||||
|
||||
void main() {
|
||||
v_color4f = u_color4f * p_color4f.bgra * EAGLER_TEXTURE_2D(u_lightmapTexture, p_lightMap2f);
|
||||
|
||||
vec2 tex2f = a_position2f * 0.5 + 0.5;
|
||||
tex2f.y = 1.0 - tex2f.y;
|
||||
tex2f = p_texCoords2i + tex2f * p_particleSize_texCoordsSize_2i.y;
|
||||
v_texCoord2f = tex2f * u_texCoordSize2f_particleSize1f.xy;
|
||||
|
||||
float particleSize = u_texCoordSize2f_particleSize1f.z * p_particleSize_texCoordsSize_2i.x;
|
||||
|
||||
vec3 pos3f = p_position3f;
|
||||
vec2 spos2f = a_position2f * particleSize;
|
||||
pos3f += u_transformParam_1_2_5_f * spos2f.xyy;
|
||||
pos3f.zx += u_transformParam_3_4_f * spos2f;
|
||||
|
||||
EAGLER_VERT_POSITION = u_matrixTransform * vec4(pos3f, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,199 @@
|
||||
#line 2
|
||||
|
||||
/*
|
||||
* Copyright (c) 2022-2024 lax1dude. All Rights Reserved.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
||||
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
|
||||
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
*/
|
||||
|
||||
#if defined(COMPILE_ENABLE_TEX_GEN) || defined(COMPILE_ENABLE_FOG)
|
||||
EAGLER_IN(vec4, v_position4f)
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_TEXTURE_ATTRIB
|
||||
EAGLER_IN(vec2, v_texture2f)
|
||||
#endif
|
||||
|
||||
uniform vec4 u_color4f;
|
||||
|
||||
#ifdef COMPILE_BLEND_ADD
|
||||
uniform vec4 u_colorBlendSrc4f;
|
||||
uniform vec4 u_colorBlendAdd4f;
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_COLOR_ATTRIB
|
||||
EAGLER_IN(vec4, v_color4f)
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_NORMAL_ATTRIB
|
||||
EAGLER_IN(vec3, v_normal3f)
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_LIGHTMAP_ATTRIB
|
||||
EAGLER_IN(vec2, v_lightmap2f)
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_ENABLE_TEXTURE2D
|
||||
uniform sampler2D u_samplerTexture;
|
||||
#if !defined(COMPILE_TEXTURE_ATTRIB) && !defined(COMPILE_ENABLE_TEX_GEN)
|
||||
uniform vec2 u_textureCoords01;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_ENABLE_LIGHTMAP
|
||||
uniform sampler2D u_samplerLightmap;
|
||||
#ifndef COMPILE_LIGHTMAP_ATTRIB
|
||||
uniform vec2 u_textureCoords02;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_ENABLE_ALPHA_TEST
|
||||
uniform float u_alphaTestRef1f;
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_ENABLE_MC_LIGHTING
|
||||
uniform int u_lightsEnabled1i;
|
||||
uniform vec4 u_lightsDirections4fv[4];
|
||||
uniform vec3 u_lightsAmbient3f;
|
||||
#ifndef COMPILE_NORMAL_ATTRIB
|
||||
uniform vec3 u_uniformNormal3f;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_ENABLE_FOG
|
||||
uniform vec4 u_fogParameters4f;
|
||||
uniform vec4 u_fogColor4f;
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_ENABLE_TEX_GEN
|
||||
EAGLER_IN(vec3, v_objectPosition3f)
|
||||
uniform ivec4 u_texGenPlane4i;
|
||||
uniform vec4 u_texGenS4f;
|
||||
uniform vec4 u_texGenT4f;
|
||||
uniform vec4 u_texGenR4f;
|
||||
uniform vec4 u_texGenQ4f;
|
||||
uniform mat4 u_textureMat4f01;
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_ENABLE_ANISOTROPIC_FIX
|
||||
uniform vec2 u_textureAnisotropicFix;
|
||||
#endif
|
||||
|
||||
EAGLER_FRAG_OUT()
|
||||
|
||||
void main() {
|
||||
|
||||
#ifdef COMPILE_COLOR_ATTRIB
|
||||
vec4 color = v_color4f * u_color4f;
|
||||
#else
|
||||
vec4 color = u_color4f;
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_ENABLE_TEX_GEN
|
||||
vec4 tmpVec4 = vec4(v_objectPosition3f, 1.0);
|
||||
vec4 texGenVector;
|
||||
texGenVector.x = dot(u_texGenPlane4i.x == 1 ? v_position4f : tmpVec4, u_texGenS4f);
|
||||
texGenVector.y = dot(u_texGenPlane4i.y == 1 ? v_position4f : tmpVec4, u_texGenT4f);
|
||||
texGenVector.z = dot(u_texGenPlane4i.z == 1 ? v_position4f : tmpVec4, u_texGenR4f);
|
||||
texGenVector.w = dot(u_texGenPlane4i.w == 1 ? v_position4f : tmpVec4, u_texGenQ4f);
|
||||
#ifdef EAGLER_HAS_GLES_300
|
||||
texGenVector.xyz = mat4x3(
|
||||
u_textureMat4f01[0].xyw,
|
||||
u_textureMat4f01[1].xyw,
|
||||
u_textureMat4f01[2].xyw,
|
||||
u_textureMat4f01[3].xyw
|
||||
) * texGenVector;
|
||||
texGenVector.xy /= texGenVector.z;
|
||||
#else
|
||||
texGenVector = u_textureMat4f01 * texGenVector;
|
||||
texGenVector.xy /= texGenVector.w;
|
||||
#endif
|
||||
|
||||
color *= EAGLER_TEXTURE_2D(u_samplerTexture, texGenVector.xy);
|
||||
|
||||
#ifdef COMPILE_ENABLE_ALPHA_TEST
|
||||
if(color.a < u_alphaTestRef1f) discard;
|
||||
#endif
|
||||
|
||||
#else
|
||||
|
||||
#ifdef COMPILE_ENABLE_TEXTURE2D
|
||||
#ifdef COMPILE_TEXTURE_ATTRIB
|
||||
#ifdef COMPILE_ENABLE_ANISOTROPIC_FIX
|
||||
// d3d11 doesn't support GL_NEAREST upscaling with anisotropic
|
||||
// filtering enabled, so it needs this stupid fix to 'work'
|
||||
vec2 uv = floor(v_texture2f * u_textureAnisotropicFix) + 0.5;
|
||||
color *= EAGLER_TEXTURE_2D(u_samplerTexture, uv / u_textureAnisotropicFix);
|
||||
#else
|
||||
color *= EAGLER_TEXTURE_2D(u_samplerTexture, v_texture2f);
|
||||
#endif
|
||||
#else
|
||||
color *= EAGLER_TEXTURE_2D(u_samplerTexture, u_textureCoords01);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_ENABLE_LIGHTMAP
|
||||
#ifdef COMPILE_LIGHTMAP_ATTRIB
|
||||
color *= EAGLER_TEXTURE_2D(u_samplerLightmap, v_lightmap2f);
|
||||
#else
|
||||
color *= EAGLER_TEXTURE_2D(u_samplerLightmap, u_textureCoords02);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_BLEND_ADD
|
||||
color = color * u_colorBlendSrc4f + u_colorBlendAdd4f;
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_ENABLE_ALPHA_TEST
|
||||
if(color.a < u_alphaTestRef1f) discard;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_ENABLE_MC_LIGHTING
|
||||
#ifdef COMPILE_NORMAL_ATTRIB
|
||||
vec3 normal = normalize(v_normal3f);
|
||||
#else
|
||||
vec3 normal = u_uniformNormal3f;
|
||||
#endif
|
||||
float diffuse = 0.0;
|
||||
vec4 light;
|
||||
#ifdef EAGLER_HAS_GLES_300
|
||||
for(int i = 0; i < u_lightsEnabled1i; ++i) {
|
||||
#else
|
||||
for(int i = 0; i < 4; ++i) {
|
||||
#endif
|
||||
light = u_lightsDirections4fv[i];
|
||||
diffuse += max(dot(light.xyz, normal), 0.0) * light.w;
|
||||
#ifndef EAGLER_HAS_GLES_300
|
||||
if(i + 1 >= u_lightsEnabled1i) {
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
color.rgb *= min(u_lightsAmbient3f + vec3(diffuse), 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_ENABLE_FOG
|
||||
vec3 fogPos = v_position4f.xyz / v_position4f.w;
|
||||
float dist = length(fogPos);
|
||||
float fogDensity = u_fogParameters4f.y;
|
||||
float fogStart = u_fogParameters4f.z;
|
||||
float fogEnd = u_fogParameters4f.w;
|
||||
float f = u_fogParameters4f.x > 0.0 ? 1.0 - exp(-fogDensity * dist) :
|
||||
(dist - fogStart) / (fogEnd - fogStart);
|
||||
color.rgb = mix(color.rgb, u_fogColor4f.rgb, clamp(f, 0.0, 1.0) * u_fogColor4f.a);
|
||||
#endif
|
||||
|
||||
EAGLER_FRAG_COLOR = color;
|
||||
}
|
||||
@@ -0,0 +1,99 @@
|
||||
#line 2
|
||||
|
||||
/*
|
||||
* Copyright (c) 2022-2024 lax1dude. All Rights Reserved.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
||||
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
|
||||
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
*/
|
||||
|
||||
EAGLER_IN_AUTO(vec3, a_position3f)
|
||||
|
||||
#if defined(COMPILE_ENABLE_TEX_GEN) || defined(COMPILE_ENABLE_FOG)
|
||||
#define _COMPILE_VARYING_POSITION
|
||||
#endif
|
||||
|
||||
#ifdef _COMPILE_VARYING_POSITION
|
||||
EAGLER_OUT(vec4, v_position4f)
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_ENABLE_TEX_GEN
|
||||
EAGLER_OUT(vec3, v_objectPosition3f)
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_TEXTURE_ATTRIB
|
||||
EAGLER_IN_AUTO(vec2, a_texture2f)
|
||||
EAGLER_OUT(vec2, v_texture2f)
|
||||
uniform mat4 u_textureMat4f01;
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_COLOR_ATTRIB
|
||||
EAGLER_IN_AUTO(vec4, a_color4f)
|
||||
EAGLER_OUT(vec4, v_color4f)
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_NORMAL_ATTRIB
|
||||
EAGLER_IN_AUTO(vec4, a_normal4f)
|
||||
EAGLER_OUT(vec3, v_normal3f)
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_LIGHTMAP_ATTRIB
|
||||
EAGLER_IN_AUTO(vec2, a_lightmap2f)
|
||||
EAGLER_OUT(vec2, v_lightmap2f)
|
||||
uniform mat4 u_textureMat4f02;
|
||||
#endif
|
||||
|
||||
#ifdef _COMPILE_VARYING_POSITION
|
||||
uniform mat4 u_modelviewMat4f;
|
||||
uniform mat4 u_projectionMat4f;
|
||||
#else
|
||||
uniform mat4 u_modelviewProjMat4f;
|
||||
#ifdef COMPILE_NORMAL_ATTRIB
|
||||
uniform mat4 u_modelviewMat4f;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#define TEX_MAT3(mat4In) mat3(mat4In[0].xyw,mat4In[1].xyw,mat4In[3].xyw)
|
||||
|
||||
void main() {
|
||||
#ifdef COMPILE_ENABLE_TEX_GEN
|
||||
v_objectPosition3f = a_position3f;
|
||||
#endif
|
||||
|
||||
#ifdef _COMPILE_VARYING_POSITION
|
||||
v_position4f = u_modelviewMat4f * vec4(a_position3f, 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_TEXTURE_ATTRIB
|
||||
vec3 v_textureTmp3f = TEX_MAT3(u_textureMat4f01) * vec3(a_texture2f, 1.0);
|
||||
v_texture2f = v_textureTmp3f.xy / v_textureTmp3f.z;
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_COLOR_ATTRIB
|
||||
v_color4f = a_color4f;
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_NORMAL_ATTRIB
|
||||
v_normal3f = normalize(mat3(u_modelviewMat4f) * a_normal4f.xyz);
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_LIGHTMAP_ATTRIB
|
||||
vec3 v_lightmapTmp3f = TEX_MAT3(u_textureMat4f02) * vec3(a_lightmap2f, 1.0);
|
||||
v_lightmap2f = v_lightmapTmp3f.xy / v_lightmapTmp3f.z;
|
||||
#endif
|
||||
|
||||
#ifdef _COMPILE_VARYING_POSITION
|
||||
EAGLER_VERT_POSITION = u_projectionMat4f * v_position4f;
|
||||
#else
|
||||
EAGLER_VERT_POSITION = u_modelviewProjMat4f * vec4(a_position3f, 1.0);
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,98 @@
|
||||
#line 2 6969
|
||||
|
||||
/*
|
||||
* Copyright (c) 2024 lax1dude. All Rights Reserved.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
||||
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
|
||||
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
*/
|
||||
|
||||
#ifdef EAGLER_HAS_GLES_300
|
||||
|
||||
// For GLES 3.00+ (WebGL 2.0)
|
||||
#ifdef EAGLER_IS_VERTEX_SHADER
|
||||
|
||||
// Vertex Shaders:
|
||||
#define EAGLER_VSH_LAYOUT_BEGIN()
|
||||
#define EAGLER_VSH_LAYOUT_END()
|
||||
#define EAGLER_IN(_loc, _type, _name) layout(location = _loc) in _type _name;
|
||||
#define EAGLER_IN_AUTO(_type, _name) in _type _name;
|
||||
#define EAGLER_OUT(_type, _name) out _type _name;
|
||||
#define EAGLER_VERT_POSITION gl_Position
|
||||
|
||||
#else
|
||||
#ifdef EAGLER_IS_FRAGMENT_SHADER
|
||||
|
||||
// Fragment Shaders:
|
||||
#define EAGLER_IN(_type, _name) in _type _name;
|
||||
#define EAGLER_FRAG_COLOR eagler_FragColor
|
||||
#define EAGLER_FRAG_DEPTH gl_FragDepth
|
||||
|
||||
#define EAGLER_FRAG_OUT() layout(location = 0) out vec4 EAGLER_FRAG_COLOR;
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// All Shaders:
|
||||
|
||||
#define EAGLER_TEXTURE_2D(tex, coord2f) texture(tex, coord2f)
|
||||
#define EAGLER_TEXTURE_2D_LOD(_tex, _coord2f, _lod1f) textureLod(_tex, _coord2f, _lod1f)
|
||||
#define EAGLER_HAS_TEXTURE_2D_LOD
|
||||
|
||||
|
||||
#else
|
||||
#ifdef EAGLER_HAS_GLES_200
|
||||
|
||||
// For GLES 2.00 (WebGL 1.0)
|
||||
#ifdef EAGLER_IS_VERTEX_SHADER
|
||||
|
||||
// Vertex Shaders:
|
||||
#define EAGLER_VSH_LAYOUT_BEGIN()
|
||||
#define EAGLER_VSH_LAYOUT_END()
|
||||
#define EAGLER_IN(_loc, _type, _name) attribute _type _name;
|
||||
#define EAGLER_IN_AUTO(_type, _name) attribute _type _name;
|
||||
#define EAGLER_OUT(_type, _name) varying _type _name;
|
||||
#define EAGLER_VERT_POSITION gl_Position
|
||||
|
||||
#else
|
||||
#ifdef EAGLER_IS_FRAGMENT_SHADER
|
||||
|
||||
// Fragment Shaders:
|
||||
#define EAGLER_IN(_type, _name) varying _type _name;
|
||||
#define EAGLER_FRAG_COLOR gl_FragColor
|
||||
// TODO: Must require EXT_frag_depth to use this on GLES 2.0 (currently not needed)
|
||||
#define EAGLER_FRAG_DEPTH gl_FragDepth
|
||||
|
||||
#define EAGLER_FRAG_OUT()
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// All Shaders:
|
||||
|
||||
#define EAGLER_TEXTURE_2D(_tex, _coord2f) texture2D(_tex, _coord2f)
|
||||
|
||||
#ifdef EAGLER_HAS_GLES_200_SHADER_TEXTURE_LOD
|
||||
#define EAGLER_TEXTURE_2D_LOD(_tex, _coord2f, _lod1f) texture2DLodEXT(_tex, _coord2f, _lod1f)
|
||||
#define EAGLER_HAS_TEXTURE_2D_LOD
|
||||
#else
|
||||
// Beware!
|
||||
#define EAGLER_TEXTURE_2D_LOD(_tex, _coord2f, _lod1f) texture2D(_tex, _coord2f)
|
||||
#define EAGLER_HAS_TEXTURE_2D_LOD
|
||||
#endif
|
||||
|
||||
#else
|
||||
#error Unable to determine API version! (Missing directive EAGLER_HAS_GLES_200 or 300)
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#line 1 0
|
||||
@@ -0,0 +1,55 @@
|
||||
#line 2
|
||||
|
||||
/*
|
||||
* Copyright (c) 2024 lax1dude. All Rights Reserved.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
||||
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
|
||||
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
*/
|
||||
|
||||
EAGLER_IN(vec2, v_position2f)
|
||||
|
||||
EAGLER_FRAG_OUT()
|
||||
|
||||
uniform sampler2D u_inputTexture;
|
||||
uniform mat4 u_textureMatrix;
|
||||
|
||||
vec2 rand(in vec2 co){
|
||||
float f = dot(co, vec2(12.98984576, 78.23378678));
|
||||
return fract(vec2(sin(f + 0.32490982), cos(f - 0.69890)) * 43758.54576873);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 coords4f = vec4(v_position2f.x * 0.25 - 0.125, v_position2f.y * 0.25 - 0.125, v_position2f.y * 10.0 - 9.0, 1.0);
|
||||
coords4f = u_textureMatrix * coords4f;
|
||||
coords4f.xy /= coords4f.w;
|
||||
EAGLER_FRAG_COLOR = EAGLER_TEXTURE_2D(u_inputTexture, coords4f.xy * 0.5 + 0.5);
|
||||
EAGLER_FRAG_COLOR.rg += rand(v_position2f * 1.2344574345) * 0.05;
|
||||
EAGLER_FRAG_COLOR.ba -= rand(v_position2f * 1.2343525225) * 0.05;
|
||||
EAGLER_FRAG_COLOR.a = fract(sin(dot(coords4f.yz, vec2(12.9898, 78.233))) * 43758.5453);
|
||||
EAGLER_FRAG_COLOR.a += exp(length(rand(coords4f.xw)) * -69.420);
|
||||
EAGLER_FRAG_COLOR = pow(EAGLER_FRAG_COLOR, vec4(1.0 / 2.423952));
|
||||
EAGLER_FRAG_COLOR = pow(EAGLER_FRAG_COLOR, vec4(5.4523856));
|
||||
EAGLER_FRAG_COLOR += 0.00004423 + EAGLER_FRAG_COLOR.a * 0.02;
|
||||
EAGLER_FRAG_COLOR = sqrt(EAGLER_FRAG_COLOR);
|
||||
EAGLER_FRAG_COLOR = pow(EAGLER_FRAG_COLOR, vec4(1.0 / 1.9023576));
|
||||
#ifdef EAGLER_HAS_GLES_300
|
||||
EAGLER_FRAG_COLOR.ra += tanh(fract(EAGLER_FRAG_COLOR.a * 32.324834)) * 0.1012426;
|
||||
#endif
|
||||
EAGLER_FRAG_COLOR.b *= 0.934924;
|
||||
EAGLER_FRAG_COLOR.b += (1.23213 / inversesqrt(EAGLER_FRAG_COLOR.a)) * 0.156365;
|
||||
EAGLER_FRAG_COLOR.ga += rand(gl_FragCoord.xy) * 0.13423567;
|
||||
EAGLER_FRAG_COLOR.rb += gl_PointCoord * 0.0124264565;
|
||||
#ifdef EAGLER_HAS_GLES_300
|
||||
EAGLER_FRAG_COLOR *= 0.95234 + asinh(EAGLER_FRAG_COLOR.g * 5.23423) * 0.0254325;
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
#line 2
|
||||
|
||||
/*
|
||||
* Copyright (c) 2022-2024 lax1dude. All Rights Reserved.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
||||
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
|
||||
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
*/
|
||||
|
||||
EAGLER_VSH_LAYOUT_BEGIN()
|
||||
EAGLER_IN(0, vec2, a_position2f)
|
||||
EAGLER_VSH_LAYOUT_END()
|
||||
|
||||
EAGLER_OUT(vec2, v_position2f)
|
||||
|
||||
void main() {
|
||||
v_position2f = a_position2f * 0.5 + 0.5;
|
||||
EAGLER_VERT_POSITION = vec4(a_position2f, 0.0, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,369 @@
|
||||
#line 2
|
||||
|
||||
// Remove this line below if you plan to modify this file
|
||||
#ifndef EAGLER_IS_GLES_200
|
||||
#define USE_OPTIMIZED
|
||||
#endif
|
||||
|
||||
|
||||
/*
|
||||
* Copyright (c) 2022-2024 lax1dude. All Rights Reserved.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
||||
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
|
||||
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
/*
|
||||
* This file was modified by lax1dude to remove dead code
|
||||
*
|
||||
* Original: https://gist.github.com/kosua20/0c506b81b3812ac900048059d2383126
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
/*
|
||||
* ============================================================================
|
||||
*
|
||||
*
|
||||
* NVIDIA FXAA 3.11 by TIMOTHY LOTTES
|
||||
*
|
||||
*
|
||||
* ------------------------------------------------------------------------------
|
||||
* COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
|
||||
* ------------------------------------------------------------------------------
|
||||
* TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
|
||||
* *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
|
||||
* OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
|
||||
* OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR
|
||||
* CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
|
||||
* LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
|
||||
* OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE
|
||||
* THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
|
||||
* DAMAGES.
|
||||
*
|
||||
*/
|
||||
|
||||
EAGLER_IN(vec2, v_position2f)
|
||||
|
||||
EAGLER_FRAG_OUT()
|
||||
|
||||
uniform sampler2D u_screenTexture;
|
||||
uniform vec2 u_screenSize2f;
|
||||
|
||||
#ifndef USE_OPTIMIZED
|
||||
#ifndef FXAA_GREEN_AS_LUMA
|
||||
// For those using non-linear color,
|
||||
// and either not able to get luma in alpha, or not wanting to,
|
||||
// this enables FXAA to run using green as a proxy for luma.
|
||||
// So with this enabled, no need to pack luma in alpha.
|
||||
//
|
||||
// This will turn off AA on anything which lacks some amount of green.
|
||||
// Pure red and blue or combination of only R and B, will get no AA.
|
||||
//
|
||||
// Might want to lower the settings for both,
|
||||
// fxaaConsoleEdgeThresholdMin
|
||||
// fxaaQualityEdgeThresholdMin
|
||||
// In order to insure AA does not get turned off on colors
|
||||
// which contain a minor amount of green.
|
||||
//
|
||||
// 1 = On.
|
||||
// 0 = Off.
|
||||
//
|
||||
#define FXAA_GREEN_AS_LUMA 0
|
||||
#endif
|
||||
|
||||
#ifndef FXAA_DISCARD
|
||||
// 1 = Use discard on pixels which don't need AA.
|
||||
// 0 = Return unchanged color on pixels which don't need AA.
|
||||
#define FXAA_DISCARD 0
|
||||
#endif
|
||||
|
||||
/*============================================================================
|
||||
API PORTING
|
||||
============================================================================*/
|
||||
#define FxaaBool bool
|
||||
#define FxaaDiscard discard
|
||||
#define FxaaFloat float
|
||||
#define FxaaFloat2 vec2
|
||||
#define FxaaFloat3 vec3
|
||||
#define FxaaFloat4 vec4
|
||||
#define FxaaHalf float
|
||||
#define FxaaHalf2 vec2
|
||||
#define FxaaHalf3 vec3
|
||||
#define FxaaHalf4 vec4
|
||||
#define FxaaInt2 ivec2
|
||||
#define FxaaSat(x) clamp(x, 0.0, 1.0)
|
||||
#define FxaaTex sampler2D
|
||||
/*--------------------------------------------------------------------------*/
|
||||
|
||||
#define FxaaTexTop(t, p) EAGLER_TEXTURE_2D_LOD(t, p, 0.0)
|
||||
|
||||
/*============================================================================
|
||||
GREEN AS LUMA OPTION SUPPORT FUNCTION
|
||||
============================================================================*/
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return dot(rgba.xyz * rgba.xyz, vec3(0.299, 0.587, 0.114)); }
|
||||
#else
|
||||
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
|
||||
#endif
|
||||
|
||||
/*============================================================================
|
||||
FXAA3 CONSOLE - PC VERSION
|
||||
============================================================================*/
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat4 FxaaPixelShader(
|
||||
// See FXAA Quality FxaaPixelShader() source for docs on Inputs!
|
||||
//
|
||||
// Use noperspective interpolation here (turn off perspective interpolation).
|
||||
// {xy} = center of pixel
|
||||
FxaaFloat2 pos,
|
||||
//
|
||||
// Used only for FXAA Console, and not used on the 360 version.
|
||||
// Use noperspective interpolation here (turn off perspective interpolation).
|
||||
// {xy__} = upper left of pixel
|
||||
// {__zw} = lower right of pixel
|
||||
FxaaFloat4 fxaaConsolePosPos,
|
||||
//
|
||||
// Input color texture.
|
||||
// {rgb_} = color in linear or perceptual color space
|
||||
// if (FXAA_GREEN_AS_LUMA == 0)
|
||||
// {___a} = luma in perceptual color space (not linear)
|
||||
FxaaTex tex,
|
||||
//
|
||||
// Only used on FXAA Console.
|
||||
// This must be from a constant/uniform.
|
||||
// This effects sub-pixel AA quality and inversely sharpness.
|
||||
// Where N ranges between,
|
||||
// N = 0.50 (default)
|
||||
// N = 0.33 (sharper)
|
||||
// {x___} = -N/screenWidthInPixels
|
||||
// {_y__} = -N/screenHeightInPixels
|
||||
// {__z_} = N/screenWidthInPixels
|
||||
// {___w} = N/screenHeightInPixels
|
||||
FxaaFloat4 fxaaConsoleRcpFrameOpt,
|
||||
//
|
||||
// Only used on FXAA Console.
|
||||
// Not used on 360, but used on PS3 and PC.
|
||||
// This must be from a constant/uniform.
|
||||
// {x___} = -2.0/screenWidthInPixels
|
||||
// {_y__} = -2.0/screenHeightInPixels
|
||||
// {__z_} = 2.0/screenWidthInPixels
|
||||
// {___w} = 2.0/screenHeightInPixels
|
||||
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
|
||||
//
|
||||
// Only used on FXAA Console.
|
||||
// This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
|
||||
// It is here now to allow easier tuning.
|
||||
// This does not effect PS3, as this needs to be compiled in.
|
||||
// Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
|
||||
// Due to the PS3 being ALU bound,
|
||||
// there are only three safe values here: 2 and 4 and 8.
|
||||
// These options use the shaders ability to a free *|/ by 2|4|8.
|
||||
// For all other platforms can be a non-power of two.
|
||||
// 8.0 is sharper (default!!!)
|
||||
// 4.0 is softer
|
||||
// 2.0 is really soft (good only for vector graphics inputs)
|
||||
FxaaFloat fxaaConsoleEdgeSharpness,
|
||||
//
|
||||
// Only used on FXAA Console.
|
||||
// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define.
|
||||
// It is here now to allow easier tuning.
|
||||
// This does not effect PS3, as this needs to be compiled in.
|
||||
// Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3.
|
||||
// Due to the PS3 being ALU bound,
|
||||
// there are only two safe values here: 1/4 and 1/8.
|
||||
// These options use the shaders ability to a free *|/ by 2|4|8.
|
||||
// The console setting has a different mapping than the quality setting.
|
||||
// Other platforms can use other values.
|
||||
// 0.125 leaves less aliasing, but is softer (default!!!)
|
||||
// 0.25 leaves more aliasing, and is sharper
|
||||
FxaaFloat fxaaConsoleEdgeThreshold,
|
||||
//
|
||||
// Only used on FXAA Console.
|
||||
// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define.
|
||||
// It is here now to allow easier tuning.
|
||||
// Trims the algorithm from processing darks.
|
||||
// The console setting has a different mapping than the quality setting.
|
||||
// This does not apply to PS3,
|
||||
// PS3 was simplified to avoid more shader instructions.
|
||||
// 0.06 - faster but more aliasing in darks
|
||||
// 0.05 - default
|
||||
// 0.04 - slower and less aliasing in darks
|
||||
// Special notes when using FXAA_GREEN_AS_LUMA,
|
||||
// Likely want to set this to zero.
|
||||
// As colors that are mostly not-green
|
||||
// will appear very dark in the green channel!
|
||||
// Tune by looking at mostly non-green content,
|
||||
// then start at zero and increase until aliasing is a problem.
|
||||
FxaaFloat fxaaConsoleEdgeThresholdMin
|
||||
) {
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy));
|
||||
FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw));
|
||||
FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy));
|
||||
FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw));
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy);
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
// TODO Luma
|
||||
FxaaFloat lumaM = FxaaLuma(rgbyM);
|
||||
#else
|
||||
FxaaFloat lumaM = rgbyM.y;
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw);
|
||||
lumaNe += 1.0/384.0;
|
||||
FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe);
|
||||
FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw);
|
||||
FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaMinM = min(lumaMin, lumaM);
|
||||
FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
|
||||
FxaaFloat lumaMaxM = max(lumaMax, lumaM);
|
||||
FxaaFloat dirSwMinusNe = lumaSw - lumaNe;
|
||||
FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM;
|
||||
FxaaFloat dirSeMinusNw = lumaSe - lumaNw;
|
||||
if(lumaMaxSubMinM < lumaMaxScaledClamped)
|
||||
{
|
||||
#if (FXAA_DISCARD == 1)
|
||||
FxaaDiscard;
|
||||
#else
|
||||
return rgbyM;
|
||||
#endif
|
||||
}
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat2 dir;
|
||||
dir.x = dirSwMinusNe + dirSeMinusNw;
|
||||
dir.y = dirSwMinusNe - dirSeMinusNw;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat2 dir1 = normalize(dir.xy);
|
||||
FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw);
|
||||
FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness;
|
||||
FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat2 dir2x = dir2 * fxaaConsoleRcpFrameOpt2.zw;
|
||||
FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2x);
|
||||
FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2x);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat4 rgbyA = rgbyN1 + rgbyP1;
|
||||
FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
// TODO Luma
|
||||
float lumaB = FxaaLuma(rgbyB);
|
||||
#else
|
||||
float lumaB = rgbyB.y;
|
||||
#endif
|
||||
if((lumaB < lumaMin) || (lumaB > lumaMax))
|
||||
rgbyB.xyz = rgbyA.xyz * 0.5;
|
||||
//
|
||||
return rgbyB;
|
||||
}
|
||||
/*==========================================================================*/
|
||||
|
||||
#define edgeSharpness 3.0
|
||||
#define edgeThreshold 0.15
|
||||
#define edgeThresholdMin 0.05
|
||||
|
||||
void main(){
|
||||
vec2 screenSize05 = 0.5 * u_screenSize2f;
|
||||
|
||||
vec4 posPos;
|
||||
posPos.xy = v_position2f;
|
||||
posPos.zw = v_position2f + u_screenSize2f;
|
||||
|
||||
vec4 rcpFrameOpt;
|
||||
rcpFrameOpt.xy = -screenSize05;
|
||||
rcpFrameOpt.zw = screenSize05;
|
||||
|
||||
EAGLER_FRAG_COLOR = vec4(FxaaPixelShader(v_position2f + screenSize05, posPos, u_screenTexture, rcpFrameOpt, rcpFrameOpt * 4.0, edgeSharpness, edgeThreshold, edgeThresholdMin).rgb, 1.0);
|
||||
}
|
||||
#else
|
||||
|
||||
// This 'optimized' code was generated using glslangValidator + spirv-cross + spirv-opt on the source code above
|
||||
// Is it faster? Idfk, probably compiles faster at least, what matters it I tried
|
||||
|
||||
float _616;
|
||||
|
||||
void main()
|
||||
{
|
||||
mediump vec2 _257 = u_screenSize2f * 0.5;
|
||||
mediump vec4 _611 = vec4(v_position2f, v_position2f + u_screenSize2f);
|
||||
mediump vec4 _612 = vec4(_616, _616, _257);
|
||||
mediump vec2 _290 = v_position2f + _257;
|
||||
mediump vec4 _608;
|
||||
for(;;)
|
||||
{
|
||||
mediump vec3 _532 = EAGLER_TEXTURE_2D_LOD(u_screenTexture, _611.xy, 0.0).xyz;
|
||||
mediump float _536 = dot(_532 * _532, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625));
|
||||
mediump vec3 _540 = EAGLER_TEXTURE_2D_LOD(u_screenTexture, _611.xw, 0.0).xyz;
|
||||
mediump float _544 = dot(_540 * _540, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625));
|
||||
mediump vec3 _548 = EAGLER_TEXTURE_2D_LOD(u_screenTexture, _611.zy, 0.0).xyz;
|
||||
mediump vec3 _556 = EAGLER_TEXTURE_2D_LOD(u_screenTexture, _611.zw, 0.0).xyz;
|
||||
mediump float _560 = dot(_556 * _556, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625));
|
||||
mediump vec4 _390 = EAGLER_TEXTURE_2D_LOD(u_screenTexture, _290, 0.0);
|
||||
mediump vec3 _564 = _390.xyz;
|
||||
mediump float _568 = dot(_564 * _564, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625));
|
||||
mediump float _397 = dot(_548 * _548, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625)) + 0.00260416674427688121795654296875;
|
||||
mediump float _409 = max(max(_397, _560), max(_536, _544));
|
||||
mediump float _412 = min(min(_397, _560), min(_536, _544));
|
||||
mediump float _427 = _544 - _397;
|
||||
mediump float _433 = _560 - _536;
|
||||
if ((max(_409, _568) - min(_412, _568)) < max(0.0500000007450580596923828125, _409 * 0.1500000059604644775390625))
|
||||
{
|
||||
_608 = _390;
|
||||
break;
|
||||
}
|
||||
mediump vec2 _449 = normalize(vec2(_427 + _433, _427 - _433));
|
||||
vec2 hp_copy_449 = _449;
|
||||
mediump vec2 _454 = _612.zw;
|
||||
vec2 _614 = -hp_copy_449;
|
||||
mediump vec2 mp_copy_614 = _614;
|
||||
mediump vec2 _481 = clamp(_449 / vec2(min(abs(_449.x), abs(_449.y)) * 3.0), vec2(-2.0), vec2(2.0));
|
||||
vec2 hp_copy_481 = _481;
|
||||
mediump vec2 _484 = (_612 * 4.0).zw;
|
||||
vec2 _615 = -hp_copy_481;
|
||||
mediump vec2 mp_copy_615 = _615;
|
||||
mediump vec4 _498 = EAGLER_TEXTURE_2D_LOD(u_screenTexture, mp_copy_614 * _454 + _290, 0.0) + EAGLER_TEXTURE_2D_LOD(u_screenTexture, _449 * _454 + _290, 0.0);
|
||||
mediump vec4 _505 = ((EAGLER_TEXTURE_2D_LOD(u_screenTexture, mp_copy_615 * _484 + _290, 0.0) + EAGLER_TEXTURE_2D_LOD(u_screenTexture, _481 * _484 + _290, 0.0)) * 0.25) + (_498 * 0.25);
|
||||
mediump float _576 = dot(_505.xyz * _505.xyz, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625));
|
||||
mediump vec4 _607;
|
||||
if ((_576 < _412) || (_576 > _409))
|
||||
{
|
||||
mediump vec3 _518 = _498.xyz * 0.5;
|
||||
mediump vec4 _600;
|
||||
_600.x = _518.x;
|
||||
_600.y = _518.y;
|
||||
_600.z = _518.z;
|
||||
_607 = _600;
|
||||
}
|
||||
else
|
||||
{
|
||||
_607 = _505;
|
||||
}
|
||||
_608 = _607;
|
||||
break;
|
||||
}
|
||||
EAGLER_FRAG_COLOR = vec4(_608.xyz, 1.0);
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,43 @@
|
||||
#line 2
|
||||
|
||||
/*
|
||||
* Copyright (c) 2023-2024 lax1dude. All Rights Reserved.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
||||
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
|
||||
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
*/
|
||||
|
||||
EAGLER_IN(vec2, v_texCoords2f)
|
||||
|
||||
#ifndef COMPILE_BLIT_DEPTH
|
||||
EAGLER_FRAG_OUT()
|
||||
#endif
|
||||
|
||||
uniform sampler2D u_inputTexture;
|
||||
uniform float u_textureLod1f;
|
||||
|
||||
#ifdef COMPILE_PIXEL_ALIGNMENT
|
||||
uniform vec4 u_pixelAlignmentSizes4f;
|
||||
uniform vec2 u_pixelAlignmentOffset2f;
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
vec2 uv2f = v_texCoords2f;
|
||||
#ifdef COMPILE_PIXEL_ALIGNMENT
|
||||
uv2f = (floor(uv2f * u_pixelAlignmentSizes4f.xy) + u_pixelAlignmentOffset2f) * u_pixelAlignmentSizes4f.zw;
|
||||
#endif
|
||||
#ifndef COMPILE_BLIT_DEPTH
|
||||
EAGLER_FRAG_COLOR = EAGLER_TEXTURE_2D_LOD(u_inputTexture, uv2f, u_textureLod1f);
|
||||
#else
|
||||
EAGLER_FRAG_DEPTH = EAGLER_TEXTURE_2D_LOD(u_inputTexture, uv2f, u_textureLod1f).r;
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
#line 2
|
||||
|
||||
/*
|
||||
* Copyright (c) 2023-2024 lax1dude. All Rights Reserved.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
||||
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
|
||||
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
*/
|
||||
|
||||
EAGLER_VSH_LAYOUT_BEGIN()
|
||||
EAGLER_IN(0, vec2, a_position2f)
|
||||
EAGLER_VSH_LAYOUT_END()
|
||||
|
||||
EAGLER_OUT(vec2, v_texCoords2f)
|
||||
|
||||
uniform vec4 u_srcCoords4f;
|
||||
uniform vec4 u_dstCoords4f;
|
||||
|
||||
void main() {
|
||||
vec2 uv = a_position2f * 0.5 + 0.5;
|
||||
v_texCoords2f = u_srcCoords4f.xy + u_srcCoords4f.zw * uv;
|
||||
EAGLER_VERT_POSITION = vec4(u_dstCoords4f.xy + u_dstCoords4f.zw * uv, 0.0, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
#line 2
|
||||
|
||||
/*
|
||||
* Copyright (c) 2022-2024 lax1dude. All Rights Reserved.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
||||
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
|
||||
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
*/
|
||||
|
||||
EAGLER_IN(vec2, v_position2f)
|
||||
|
||||
EAGLER_FRAG_OUT()
|
||||
|
||||
uniform sampler2D u_inputTexture;
|
||||
uniform float u_textureLod1f;
|
||||
uniform vec4 u_blendFactor4f;
|
||||
uniform vec4 u_blendBias4f;
|
||||
uniform mat3 u_matrixTransform;
|
||||
|
||||
void main() {
|
||||
vec3 coords = u_matrixTransform * vec3(v_position2f, 1.0);
|
||||
vec4 color4f = EAGLER_TEXTURE_2D_LOD(u_inputTexture, coords.xy, u_textureLod1f);
|
||||
EAGLER_FRAG_COLOR = color4f * u_blendFactor4f + u_blendBias4f;
|
||||
}
|
||||
Reference in New Issue
Block a user