#pragma once // I altered this code a bit to make sure it always compiles with gl 4.1. Version 4.5 allows you to specify arrays differently. // Ripped out most of the common code, people have been pushing changes to the shaders but we are ending up with diverging implementations // between triangle / quad version which is less than ideal. static const char* fragmentShaderR3DCommon = R"glsl( #define LayerColour 0x0 #define LayerTrans0 0x1 #define LayerTrans1 0x2 vec4 ExtractColour(int type, uint value) { vec4 c = vec4(0.0); if(type==0) { // T1RGB5 c.r = float((value >> 10) & 0x1Fu); c.g = float((value >> 5 ) & 0x1Fu); c.b = float((value ) & 0x1Fu); c.rgb *= (1.0/31.0); c.a = 1.0 - float((value >> 15) & 0x1u); } else if(type==1) { // Interleaved A4L4 (low byte) c.rgb = vec3(float(value&0xFu)); c.a = float((value >> 4) & 0xFu); c *= (1.0/15.0); } else if(type==2) { c.a = float(value&0xFu); c.rgb = vec3(float((value >> 4) & 0xFu)); c *= (1.0/15.0); } else if(type==3) { c.rgb = vec3(float((value>>8)&0xFu)); c.a = float((value >> 12) & 0xFu); c *= (1.0/15.0); } else if(type==4) { c.a = float((value>>8)&0xFu); c.rgb = vec3(float((value >> 12) & 0xFu)); c *= (1.0/15.0); } else if(type==5) { c = vec4(float(value&0xFFu) / 255.0); if(c.a==1.0) { c.a = 0.0; } else { c.a = 1.0; } } else if(type==6) { c = vec4(float((value>>8)&0xFFu) / 255.0); if(c.a==1.0) { c.a = 0.0; } else { c.a = 1.0; } } else if(type==7) { // RGBA4 c.r = float((value>>12)&0xFu); c.g = float((value>> 8)&0xFu); c.b = float((value>> 4)&0xFu); c.a = float((value>> 0)&0xFu); c *= (1.0/15.0); } else if(type==8) { // low byte, low nibble c = vec4(float(value&0xFu) / 15.0); if(c.a==1.0) { c.a = 0.0; } else { c.a = 1.0; } } else if(type==9) { // low byte, high nibble c = vec4(float((value>>4)&0xFu) / 15.0); if(c.a==1.0) { c.a = 0.0; } else { c.a = 1.0; } } else if(type==10) { // high byte, low nibble c = vec4(float((value>>8)&0xFu) / 15.0); if(c.a==1.0) { c.a = 0.0; } else { c.a = 1.0; } } else if(type==11) { // high byte, high nibble c = vec4(float((value>>12)&0xFu) / 15.0); if(c.a==1.0) { c.a = 0.0; } else { c.a = 1.0; } } return c; } // hardware testing would be useful because i don't know exactly what happens if you try to read outside the texture sheet // wrap around is a good guess ivec2 WrapTexCoords(ivec2 pos, ivec2 coordinate, int level) { ivec2 newCoord; newCoord.x = coordinate.x & (2047 >> level); newCoord.y = coordinate.y & (1023 >> level); return newCoord; } ivec2 GetTextureSize(int level, ivec2 size) { int mipDivisor = 1 << level; return size / mipDivisor; } ivec2 GetTexturePosition(int level, ivec2 pos) { int mipDivisor = 1 << level; ivec2 retPos; retPos.x = pos.x / mipDivisor; retPos.y = pos.y / mipDivisor; return retPos; } ivec2 GetMicroTexturePos(int id) { const int xCoords[8] = int[](0, 0, 128, 128, 0, 0, 128, 128); const int yCoords[8] = int[](0, 128, 0, 128, 256, 384, 256, 384); return ivec2(xCoords[id],yCoords[id]); } float mip_map_level(in vec3 coordinate) { // Real3D uses vertex coordinates rather than texel coordinates to calculate mipmap levels vec3 dx_vtc = dFdx(coordinate); vec3 dy_vtc = dFdy(coordinate); float delta_max_sqr = max(dot(dx_vtc, dx_vtc), dot(dy_vtc, dy_vtc)); return log2(delta_max_sqr / (fsTextureNP * fsTextureNP)) * 0.5; // result not clamped } float LinearTexLocations(int wrapMode, float size, float u, out float u0, out float u1) { float texelSize = 1.0 / size; float halfTexelSize = 0.5 / size; if(wrapMode==0) { // repeat u = u * size - 0.5; u0 = (floor(u) + 0.5) / size; // + 0.5 offset added to push us into the centre of a pixel, without we'll get rounding errors u0 = fract(u0); u1 = u0 + texelSize; u1 = fract(u1); return fract(u); // return weight } else if(wrapMode==1) { // repeat + clamp u = fract(u); // must force into 0-1 to start u = u * size - 0.5; u0 = (floor(u) + 0.5) / size; // + 0.5 offset added to push us into the centre of a pixel, without we'll get rounding errors u1 = u0 + texelSize; if(u0 < 0.0) u0 = 0.0; if(u1 >= 1.0) u1 = 1.0 - halfTexelSize; return fract(u); // return weight } else { // mirror + mirror clamp - both are the same since the edge pixels are repeated anyway float odd = floor(mod(u, 2.0)); // odd values are mirrored if(odd > 0.0) { u = 1.0 - fract(u); } else { u = fract(u); } u = u * size - 0.5; u0 = (floor(u) + 0.5) / size; // + 0.5 offset added to push us into the centre of a pixel, without we'll get rounding errors u1 = u0 + texelSize; if(u0 < 0.0) u0 = 0.0; if(u1 >= 1.0) u1 = 1.0 - halfTexelSize; return fract(u); // return weight } } vec4 texBiLinear(usampler2D texSampler, ivec2 wrapMode, vec2 texSize, ivec2 texPos, vec2 texCoord, int level) { float tx[2], ty[2]; float a = LinearTexLocations(wrapMode.s, texSize.x, texCoord.x, tx[0], tx[1]); float b = LinearTexLocations(wrapMode.t, texSize.y, texCoord.y, ty[0], ty[1]); vec4 p0q0 = ExtractColour(baseTexType,texelFetch(texSampler, WrapTexCoords(texPos,ivec2(vec2(tx[0],ty[0]) * texSize + texPos),level), level).r); vec4 p1q0 = ExtractColour(baseTexType,texelFetch(texSampler, WrapTexCoords(texPos,ivec2(vec2(tx[1],ty[0]) * texSize + texPos),level), level).r); vec4 p0q1 = ExtractColour(baseTexType,texelFetch(texSampler, WrapTexCoords(texPos,ivec2(vec2(tx[0],ty[1]) * texSize + texPos),level), level).r); vec4 p1q1 = ExtractColour(baseTexType,texelFetch(texSampler, WrapTexCoords(texPos,ivec2(vec2(tx[1],ty[1]) * texSize + texPos),level), level).r); if(alphaTest) { if(p0q0.a > p1q0.a) { p1q0.rgb = p0q0.rgb; } if(p0q0.a > p0q1.a) { p0q1.rgb = p0q0.rgb; } if(p1q0.a > p0q0.a) { p0q0.rgb = p1q0.rgb; } if(p1q0.a > p1q1.a) { p1q1.rgb = p1q0.rgb; } if(p0q1.a > p0q0.a) { p0q0.rgb = p0q1.rgb; } if(p0q1.a > p1q1.a) { p1q1.rgb = p0q1.rgb; } if(p1q1.a > p0q1.a) { p0q1.rgb = p1q1.rgb; } if(p1q1.a > p1q0.a) { p1q0.rgb = p1q1.rgb; } } // Interpolation in X direction. vec4 pInterp_q0 = mix( p0q0, p1q0, a ); // Interpolates top row in X direction. vec4 pInterp_q1 = mix( p0q1, p1q1, a ); // Interpolates bottom row in X direction. return mix( pInterp_q0, pInterp_q1, b ); // Interpolate in Y direction. } vec4 GetTextureValue() { float lod = mip_map_level(fsViewVertex); float numLevels = floor(log2(min(float(baseTexInfo.z), float(baseTexInfo.w)))); // r3d only generates down to 1:1 for square textures, otherwise its the min dimension float fLevel = clamp(lod, 0.0, numLevels); int iLevel = int(fLevel); ivec2 tex1Pos = GetTexturePosition(iLevel, ivec2(baseTexInfo.xy)); ivec2 tex1Size = GetTextureSize(iLevel, ivec2(baseTexInfo.zw)); vec4 tex1Data = texBiLinear(textureBank[texturePage], textureWrapMode, vec2(tex1Size), tex1Pos, fsTexCoord, iLevel); // init second texel with blank data to avoid any potentially undefined behavior vec4 tex2Data = vec4(0.0); float blendFactor = 0.0; // if LOD < 0, no need to blend with next mipmap level; slight performance boost if (lod > 0.0) { ivec2 tex2Pos = GetTexturePosition(iLevel+1, ivec2(baseTexInfo.xy)); ivec2 tex2Size = GetTextureSize(iLevel+1, ivec2(baseTexInfo.zw)); tex2Data = texBiLinear(textureBank[texturePage], textureWrapMode, vec2(tex2Size), tex2Pos, fsTexCoord, iLevel+1); blendFactor = fract(fLevel); } else if (microTexture && lod < -microTextureMinLOD) { vec4 scaleIndex = vec4(2.0, 4.0, 16.0, 256.0); // unsure if minLOD=4 has 256x scale? No games appear to use it vec2 scale = (vec2(baseTexInfo.zw) / 128.0) * scaleIndex[int(microTextureMinLOD)]; // microtextures are always 128x128 and only use LOD 0 mipmap ivec2 tex2Pos = GetMicroTexturePos(microTextureID); tex2Data = texBiLinear(textureBank[(texturePage+1)&1], ivec2(0), ivec2(128), tex2Pos, fsTexCoord * scale, 0); blendFactor = -(lod + microTextureMinLOD) * 0.25; blendFactor = clamp(blendFactor, 0.0, 0.5); } tex1Data = mix(tex1Data, tex2Data, blendFactor); if(textureInverted) { tex1Data.rgb = vec3(1.0) - vec3(tex1Data.rgb); } if (alphaTest) { if (tex1Data.a < (32.0/255.0)) { discard; } } if(textureAlpha) { if(discardAlpha) { // opaque 1st pass if (tex1Data.a < 1.0) { discard; } } else { // transparent 2nd pass if ((tex1Data.a * fsColor.a) >= 1.0) { discard; } } } if (textureAlpha == false) { tex1Data.a = 1.0; } return tex1Data; } void Step15Luminous(inout vec4 colour) { // luminous polys seem to behave very differently on step 1.5 hardware // when fixed shading is enabled the colour is modulated by the vp ambient + fixed shade value // when disabled it appears to be multiplied by 1.5, presumably to allow a higher range if(hardwareStep==0x15) { if(!lightEnabled && textureEnabled) { if(fixedShading) { colour.rgb *= 1.0 + fsFixedShade + lighting[1].y; } else { colour.rgb *= 1.5; } } } } float CalcFog() { float z = -fsViewVertex.z; float fog = fogIntensity * clamp(fogStart + z * fogDensity, 0.0, 1.0); return fog; } float Sqr(float a) { return a*a; } float SqrLength(vec2 a) { return a.x*a.x + a.y*a.y; } void WriteOutputs(vec4 colour, int layer) { vec4 blank = vec4(0.0); if(layer==LayerColour) { out0 = colour; out1 = blank; out2 = blank; } else if(layer==LayerTrans0) { out0 = blank; out1 = colour; out2 = blank; } else if(layer==LayerTrans1) { out0 = blank; out1 = blank; out2 = colour; } } )glsl";