/** ** Supermodel ** A Sega Model 3 Arcade Emulator. ** Copyright 2011 Bart Trzynadlowski, Nik Henson ** ** This file is part of Supermodel. ** ** Supermodel is free software: you can redistribute it and/or modify it under ** the terms of the GNU General Public License as published by the Free ** Software Foundation, either version 3 of the License, or (at your option) ** any later version. ** ** Supermodel is distributed in the hope that it will be useful, but WITHOUT ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for ** more details. ** ** You should have received a copy of the GNU General Public License along ** with Supermodel. If not, see . **/ /* * Fragment_NoSpotlight.glsl * * Fragment shader for 3D rendering. Spotlight effect removed. Fixes fragment * shader link errors on older ATI Radeon GPUs. * * To load external fragment shaders, use the -frag-shader= option when * starting Supermodel. */ #version 120 // Global uniforms uniform sampler2D textureMap; // complete texture map, 2048x2048 texels uniform vec4 spotEllipse; // spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height) uniform vec2 spotRange; // spotlight Z range: .x=start (viewspace coordinates), .y=limit uniform vec3 spotColor; // spotlight RGB color // Inputs from vertex shader varying vec4 fsSubTexture; // .x=texture X, .y=texture Y, .z=texture width, .w=texture height (all in texels) varying vec4 fsTexParams; // .x=texture enable (if 1, else 0), .y=use transparency (if > 0), .z=U wrap mode (1=mirror, 0=repeat), .w=V wrap mode varying float fsTexFormat; // .x=T1RGB5 contour texture (if > 0) varying float fsTransLevel; // translucence level, 0.0 (transparent) to 1.0 (opaque) varying vec3 fsLightIntensity; // lighting intensity varying float fsFogFactor; // fog factor varying float fsViewZ; // Z distance to fragment from viewpoint at origin /* * WrapTexelCoords(): * * Computes the normalized OpenGL S,T coordinates within the 2048x2048 texture * sheet, taking into account wrapping behavior. * * Computing normalized OpenGL texture coordinates (0 to 1) within the * Real3D texture sheet: * * If the texture is not mirrored, we simply have to clamp the * coordinates to fit within the texture dimensions, add the texture * X, Y position to select the appropriate one, and normalize by 2048 * (the dimensions of the Real3D texture sheet). * * = [(u,v)%(w,h)+(x,y)]/(2048,2048) * * If mirroring is enabled, textures are mirrored every odd multiple of * the original texture. To detect whether we are in an odd multiple, * simply divide the coordinate by the texture dimension and check * whether the result is odd. Then, clamp the coordinates as before but * subtract from the last texel to mirror them: * * = [M*((w-1,h-1)-(u,v)%(w,h)) + (1-M)*(u,v)%(w,h) + (x,y)]/(2048,2048) * where M is 1.0 if the texture must be mirrored. * * As an optimization, this function computes TWO texture coordinates * simultaneously. The first is texCoord.xy, the second is in .zw. The other * parameters must have .xy = .zw. */ vec4 WrapTexelCoords(vec4 texCoord, vec4 texOffset, vec4 texSize, vec4 mirrorEnable) { vec4 clampedCoord, mirror, glTexCoord; clampedCoord = mod(texCoord,texSize); // clamp coordinates to within texture size mirror = mirrorEnable * mod(floor(texCoord/texSize),2.0); // whether this texel needs to be mirrored glTexCoord = ( mirror*(texSize-clampedCoord) + (vec4(1.0,1.0,1.0,1.0)-mirror)*clampedCoord + texOffset ) / 2048.0; /* glTexCoord = ( mirror*(texSize-vec4(1.0,1.0,1.0,1.0)-clampedCoord) + (vec4(1.0,1.0,1.0,1.0)-mirror)*clampedCoord + texOffset ) / 2048.0; */ return glTexCoord; } /* * main(): * * Fragment shader entry point. */ void main(void) { vec4 uv_top, uv_bot, c[4]; vec2 r; vec4 fragColor; vec2 ellipse; vec3 lightIntensity; float insideSpot; // Get polygon color for untextured polygons (textured polygons will overwrite) if (fsTexParams.x==0.0) fragColor = gl_Color; else // Textured polygons: set fragment color to texel value { fragColor = texture2D(textureMap,(fsSubTexture.xy+fsSubTexture.zw/2.0)/2048.0); //fragColor += texture2D(textureMap,(fsSubTexture.xy+fsSubTexture.zw))/2048.0); } // Compute spotlight and apply lighting ellipse = (gl_FragCoord.xy-spotEllipse.xy)/spotEllipse.zw; insideSpot = dot(ellipse,ellipse); if ((insideSpot <= 1.0) && (fsViewZ>=spotRange.x) && (fsViewZ