/** ** Supermodel ** A Sega Model 3 Arcade Emulator. ** Copyright 2011-2012 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 . **/ /* * Shaders3D.h * * Header file containing the 3D vertex and fragment shaders. */ #ifndef INCLUDED_SHADERS3D_H #define INCLUDED_SHADERS3D_H namespace Legacy3D { // Vertex shader static const char vertexShaderSource[] = { "/**\n" " ** Supermodel\n" " ** A Sega Model 3 Arcade Emulator.\n" " ** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson \n" " **\n" " ** This file is part of Supermodel.\n" " **\n" " ** Supermodel is free software: you can redistribute it and/or modify it under\n" " ** the terms of the GNU General Public License as published by the Free \n" " ** Software Foundation, either version 3 of the License, or (at your option)\n" " ** any later version.\n" " **\n" " ** Supermodel is distributed in the hope that it will be useful, but WITHOUT\n" " ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or\n" " ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for\n" " ** more details.\n" " **\n" " ** You should have received a copy of the GNU General Public License along\n" " ** with Supermodel. If not, see .\n" " **/\n" " \n" "/*\n" " * Vertex.glsl\n" " *\n" " * Vertex shader for 3D rendering.\n" " */\n" " \n" "#version 120\n" "\n" "// Global uniforms\n" "uniform mat4 modelViewMatrix; // model -> view space matrix\n" "uniform mat4 projectionMatrix; // view space -> screen space matrix\n" "uniform vec3 lighting[2]; // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)\n" "uniform vec4 spotEllipse; // spotlight ellipse position: .x=X position (normalized device coordinates), .y=Y position, .z=half-width, .w=half-height)\n" "uniform vec2 spotRange; // spotlight Z range: .x=start (viewspace coordinates), .y=limit\n" "uniform vec3 spotColor; // spotlight RGB color\n" "\n" "// Custom vertex attributes\n" "attribute vec4 subTexture; // .x=texture X, .y=texture Y, .z=texture width, .w=texture height (all in texels)\n" "attribute vec4 texParams; // .x=texture enable (if 1, else 0), .y=use transparency (if >=0), .z=U wrap mode (1=mirror, 0=repeat), .w=V wrap mode\n" "attribute float texFormat; // T1RGB5 contour texture (if > 0)\n" "attribute float texMap; // texture map number\n" "attribute float transLevel; // translucence level, 0.0 (transparent) to 1.0 (opaque). if less than 1.0, replace alpha value\n" "attribute float lightEnable; // lighting enabled (1.0) or luminous (0.0), drawn at full intensity\n" "attribute float specular; // specular coefficient (0.0 if disabled)\n" "attribute float shininess; // specular shininess\n" "attribute float fogIntensity; // fog intensity (1.0, full fog effect, 0.0, no fog) \n" "\n" "// Custom outputs to fragment shader\n" "varying vec4 fsSubTexture;\n" "varying vec4 fsTexParams;\n" "varying float fsTexFormat;\n" "varying float fsTexMap;\n" "varying float fsTransLevel;\n" "varying vec3 fsLightIntensity; // total light intensity for this vertex\n" "varying float fsSpecularTerm; // specular light term (additive)\n" "varying float fsFogFactor; // fog factor\n" "varying float fsViewZ;\n" "\n" "// Gets the 3x3 matrix out of a 4x4 (because mat3(mat4matrix) does not work on ATI!)\n" "mat3 GetLinearPart( mat4 m )\n" "{\n" " mat3 result;\n" " \n" " result[0][0] = m[0][0];\n" " result[0][1] = m[0][1];\n" " result[0][2] = m[0][2];\n" "\n" " result[1][0] = m[1][0];\n" " result[1][1] = m[1][1];\n" " result[1][2] = m[1][2];\n" " \n" " result[2][0] = m[2][0];\n" " result[2][1] = m[2][1];\n" " result[2][2] = m[2][2];\n" " \n" " return result;\n" "}\n" "\n" "void main(void)\n" "{\n" " vec3 viewVertex; // vertex coordinates in view space\n" " vec3 viewNormal; // vertex normal in view space\n" " vec3 sunVector; // sun lighting vector (as reflecting away from vertex)\n" " float sunFactor; // sun light projection along vertex normal (0.0 to 1.0)\n" " vec3 halfway;\n" " float specFactor;\n" " \n" " // Transform vertex\n" " gl_Position = projectionMatrix * modelViewMatrix * gl_Vertex;\n" " viewVertex = vec3(modelViewMatrix * gl_Vertex); \n" " \n" " /*\n" " * Modulation\n" " *\n" " * Polygon color serves as material color (modulating the light intensity)\n" " * for textured polygons. The fragment shader will ignore (overwrite) the\n" " * the color passed to it if the fragment is textured. \n" " *\n" " * Untextured fragments must be set to the polygon color and the light\n" " * intensity is initialized to 1.0 here. Alpha must be set to 1.0 because\n" " * the fragment shader multiplies it by the polygon translucency setting. \n" " *\n" " * TO-DO: Does OpenGL set alpha to 1.0 by default if no alpha is specified\n" " * for the vertex? If so, we can remove that line from here.\n" " */\n" "\n" " gl_FrontColor = gl_Color; // untextured polygons will use this\n" " gl_FrontColor.a = 1.0; \n" " fsLightIntensity = vec3(1.0,1.0,1.0);\n" " if (texParams.x > 0.5) // textured\n" " fsLightIntensity *= gl_Color.rgb;\n" " \n" " /*\n" " * Sun Light\n" " *\n" " * Parallel light source and ambient lighting are only applied for non-\n" " * luminous polygons.\n" " */\n" " fsSpecularTerm = 0.0;\n" " if (lightEnable > 0.5) // not luminous\n" " {\n" " // Normal -> view space\n" " viewNormal = normalize(GetLinearPart(modelViewMatrix)*gl_Normal);\n" "\n" " // Real3D -> OpenGL view space convention (TO-DO: do this outside of shader)\n" " sunVector = lighting[0]*vec3(1.0,-1.0,-1.0);\n" "\n" " // Compute diffuse factor for sunlight\n" " sunFactor = max(dot(sunVector,viewNormal),0.0);\n" "\n" " // Total light intensity: sum of all components\n" " fsLightIntensity *= min(1.0,(sunFactor*lighting[1].x+lighting[1].y));\n" "\n" " /*\n" " * Specular Lighting\n" " *\n" " * The specular term is treated similarly to the \"separate specular\n" " * color\" functionality of OpenGL: it is added as a highlight in the\n" " * fragment shader. This allows even black textures to be lit.\n" " *\n" " * TO-DO: Ambient intensity viewport parameter is known but what about\n" " * the intensity of the specular term? Always applied with full \n" " * intensity here but this is unlikely to be correct.\n" " */\n" " if (shininess >= 0.0)\n" " {\n" " // Standard specular lighting equation\n" " if (sunFactor > 0.0)\n" " {\n" " vec3 V = normalize(-viewVertex);\n" " vec3 H = normalize(sunVector+V); // halfway vector\n" " fsSpecularTerm = specular*pow(max(dot(viewNormal,H),0.0),shininess);\n" "\n" " // Phong formula\n" " // vec3 R = normalize(2.0*dot(sunVector,viewNormal)*viewNormal - sunVector);\n" " // vec3 V = normalize(-viewVertex);\n" " // fsSpecularTerm = lighting[1].x * specular * pow(max(dot(R,V),0.0),4.);\n" "\n" " //\n" " // This looks decent in Scud Race attract mode. It is directionally\n" " // correct (highlights appear in the right places under the same\n" " // conditions as the actual game). In game play, it no longer works.\n" " // This is loosely based on the Model 2 formula, which is:\n" " //\n" " // s = 2*dot(light, normal)*normal.z - light.z\n" " //\n" " // float dot1 = dot(sunVector, viewNormal);\n" " // float s = dot1*viewNormal.z;\n" " // fsSpecularTerm =specular * pow(max(s, 0.0), 2.);\n" " //\n" " }\n" "\n" " /*\n" " vec3 V = normalize(-viewVertex);\n" " vec3 H = normalize(sunVector+V); // halfway vector\n" " float s = max(10.0,64.0-shininess); // seems to look nice, but probably not correct\n" " fsSpecularTerm = pow(max(dot(viewNormal,H),0.0),s);\n" " if (sunFactor <= 0.0) fsSpecularTerm = 0.0;\n" " */\n" "\n" " // Faster approximation\n" " //float temp = max(dot(viewNormal,H),0.0);\n" " //float s = 64.0-shininess;\n" " //fsSpecularTerm = temp/(s-temp*s+temp);\n" "\n" " // Phong formula\n" " //vec3 R = normalize(2.0*dot(sunVector,viewNormal)*viewNormal - sunVector);\n" " //vec3 V = normalize(-viewVertex);\n" " //float s = max(2.0,64.0-shininess);\n" " //fsSpecularTerm = pow(max(dot(R,V),0.0),s);\n" " }\n" " }\n" " \n" " // Fog\n" " float z = length(viewVertex);\n" " fsFogFactor = fogIntensity*clamp(gl_Fog.start+z*gl_Fog.density, 0.0, 1.0);\n" "\n" " // Pass viewspace Z coordinate (for spotlight)\n" " fsViewZ = -viewVertex.z; // convert Z from GL->Real3D convention (want +Z to be further into screen)\n" "\n" " // Pass remaining parameters to fragment shader\n" " gl_TexCoord[0] = gl_MultiTexCoord0;\n" " fsSubTexture = subTexture;\n" " fsTexParams = texParams;\n" " fsTransLevel = transLevel;\n" " fsTexFormat = texFormat;\n" " fsTexMap = texMap;\n" "}\n" }; // Fragment shader (single texture sheet) static const char fragmentShaderSingleSheetSource[] = { "/**\n" " ** Supermodel\n" " ** A Sega Model 3 Arcade Emulator.\n" " ** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson \n" " **\n" " ** This file is part of Supermodel.\n" " **\n" " ** Supermodel is free software: you can redistribute it and/or modify it under\n" " ** the terms of the GNU General Public License as published by the Free \n" " ** Software Foundation, either version 3 of the License, or (at your option)\n" " ** any later version.\n" " **\n" " ** Supermodel is distributed in the hope that it will be useful, but WITHOUT\n" " ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or\n" " ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for\n" " ** more details.\n" " **\n" " ** You should have received a copy of the GNU General Public License along\n" " ** with Supermodel. If not, see .\n" " **/\n" " \n" "/*\n" " * Fragment.glsl\n" " *\n" " * Fragment shader for 3D rendering.\n" " */\n" "\n" "#version 120\n" "\n" "// Global uniforms\n" "uniform sampler2D textureMap; // complete texture map, 2048x2048 texels\n" "uniform vec4 spotEllipse; // spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height)\n" "uniform vec2 spotRange; // spotlight Z range: .x=start (viewspace coordinates), .y=limit\n" "uniform vec3 spotColor; // spotlight RGB color\n" "uniform vec3 lighting[2]; // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)\n" "uniform float mapSize; // texture map size (2048,4096,6144 etc)\n" "\n" "// Inputs from vertex shader \n" "varying vec4 fsSubTexture; // .x=texture X, .y=texture Y, .z=texture width, .w=texture height (all in texels)\n" "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\n" "varying float fsTexFormat; // T1RGB5 contour texture (if > 0)\n" "varying float fsTexMap; // texture map number\n" "varying float fsTransLevel; // translucence level, 0.0 (transparent) to 1.0 (opaque)\n" "varying vec3 fsLightIntensity; // lighting intensity \n" "varying float fsSpecularTerm; // specular highlight\n" "varying float fsFogFactor; // fog factor\n" "varying float fsViewZ; // Z distance to fragment from viewpoint at origin\n" "\n" "/*\n" " * WrapTexelCoords():\n" " *\n" " * Computes the normalized OpenGL S,T coordinates within the 2048x2048 texture\n" " * sheet, taking into account wrapping behavior.\n" " *\n" " * Computing normalized OpenGL texture coordinates (0 to 1) within the \n" " * Real3D texture sheet:\n" " *\n" " * If the texture is not mirrored, we simply have to clamp the\n" " * coordinates to fit within the texture dimensions, add the texture\n" " * X, Y position to select the appropriate one, and normalize by 2048\n" " * (the dimensions of the Real3D texture sheet).\n" " *\n" " * = [(u,v)%(w,h)+(x,y)]/(2048,2048)\n" " *\n" " * If mirroring is enabled, textures are mirrored every odd multiple of\n" " * the original texture. To detect whether we are in an odd multiple, \n" " * simply divide the coordinate by the texture dimension and check \n" " * whether the result is odd. Then, clamp the coordinates as before but\n" " * subtract from the last texel to mirror them:\n" " *\n" " * = [M*((w-1,h-1)-(u,v)%(w,h)) + (1-M)*(u,v)%(w,h) + (x,y)]/(2048,2048)\n" " * where M is 1.0 if the texture must be mirrored.\n" " *\n" " * As an optimization, this function computes TWO texture coordinates\n" " * simultaneously. The first is texCoord.xy, the second is in .zw. The other\n" " * parameters must have .xy = .zw.\n" " */\n" "vec4 WrapTexelCoords(vec4 texCoord, vec4 texOffset, vec4 texSize, vec4 mirrorEnable)\n" "{\n" " vec4 clampedCoord, mirror, glTexCoord;\n" " \n" " clampedCoord = mod(texCoord,texSize); // clamp coordinates to within texture size\n" " mirror = mirrorEnable * mod(floor(texCoord/texSize),2.0); // whether this texel needs to be mirrored\n" "\n" " glTexCoord = ( mirror*(texSize-clampedCoord) +\n" " (vec4(1.0,1.0,1.0,1.0)-mirror)*clampedCoord +\n" " texOffset\n" " ) / mapSize;\n" " return glTexCoord;\n" "}\n" "\n" "/*\n" " * main():\n" " *\n" " * Fragment shader entry point.\n" " */\n" "\n" "void main(void)\n" "{ \n" " vec4 uv_top, uv_bot, c[4];\n" " vec2 r;\n" " vec4 fragColor;\n" " vec2 ellipse;\n" " vec3 lightIntensity;\n" " float insideSpot;\n" " int x;\n" " \n" " // Get polygon color for untextured polygons (textured polygons will overwrite)\n" " if (fsTexParams.x < 0.5)\n" " fragColor = gl_Color; \n" " else\n" " // Textured polygons: set fragment color to texel value\n" " { \n" " /*\n" " * Bilinear Filtering\n" " *\n" " * In order to get this working on ATI, the number of operations is\n" " * reduced by putting everything into vec4s. uv_top holds the UV \n" " * coordinates for the top two texels (.xy=left, .zw=right) and uv_bot\n" " * is for the lower two.\n" " */\n" "\n" " // Compute fractional blending factor, r, and lower left corner of texel 0\n" " uv_bot.xy = gl_TexCoord[0].st-vec2(0.5,0.5); // move into the lower left blending texel\n" " r = uv_bot.xy-floor(uv_bot.xy); // fractional part\n" " uv_bot.xy = floor(uv_bot.xy); // integral part\n" " \n" " // Compute texel coordinates\n" " uv_bot.xy += vec2(0.5,0.5); // offset to center of pixel (should not be needed but it fixes a lot of glitches, esp. on Nvidia)\n" " uv_bot.zw = uv_bot.xy + vec2(1.0,0.0); // compute coordinates of the other three neighbors\n" " uv_top = uv_bot + vec4(0.0,1.0,0.0,1.0);\n" "\n" " // Compute the properly wrapped texel coordinates\n" " uv_top = WrapTexelCoords(uv_top,vec4(fsSubTexture.xy,fsSubTexture.xy),vec4(fsSubTexture.zw,fsSubTexture.zw), vec4(fsTexParams.zw,fsTexParams.zw));\n" " uv_bot = WrapTexelCoords(uv_bot,vec4(fsSubTexture.xy,fsSubTexture.xy),vec4(fsSubTexture.zw,fsSubTexture.zw), vec4(fsTexParams.zw,fsTexParams.zw));\n" "\n" " // Fetch the texels\n" " c[0]=texture2D(textureMap,uv_bot.xy); // bottom-left (base texel)\n" " c[1]=texture2D(textureMap,uv_bot.zw); // bottom-right\n" " c[2]=texture2D(textureMap,uv_top.xy); // top-left\n" " c[3]=texture2D(textureMap,uv_top.zw); // top-right\n" "\n" " // Interpolate texels and blend result with material color to determine final (unlit) fragment color\n" " // fragColor = (c[0]*(1.0-r.s)*(1.0-r.t) + c[1]*r.s*(1.0-r.t) + c[2]*(1.0-r.s)*r.t + c[3]*r.s*r.t);\n" " // Faster method:\n" " c[0] += (c[1]-c[0])*r.s; // 2 alu\n" " c[2] += (c[3]-c[2])*r.s; // 2 alu\n" " fragColor = c[0]+(c[2]-c[0])*r.t; //2 alu\n" "\n" " /*\n" " * T1RGB5:\n" " *\n" " * The transparency bit determines whether to discard pixels (if set).\n" " * What is unknown is how this bit behaves when interpolated. OpenGL\n" " * processes it as an alpha value, so it might concievably be blended\n" " * with neighbors. Here, an arbitrary threshold is chosen.\n" " *\n" " * To-do: blending could probably enabled and this would work even\n" " * better with a hard threshold.\n" " *\n" " * Countour processing also seems to be enabled for RGBA4 textures.\n" " * When the alpha value is 0.0 (or close), pixels are discarded \n" " * entirely.\n" " */\n" " if (fsTexParams.y > 0.5) // contour processing enabled\n" " {\n" " if (fragColor.a < 0.01) // discard anything with alpha == 0\n" " discard;\n" " }\n" " \n" " // If contour texture and not discarded, force alpha to 1.0 because will later be modified by polygon translucency\n" " if (fsTexFormat < 0.5) // contour (T1RGB5) texture\n" " fragColor.a = 1.0;\n" " }\n" "\n" " // Compute spotlight and apply lighting\n" " ellipse = (gl_FragCoord.xy-spotEllipse.xy)/spotEllipse.zw;\n" " insideSpot = dot(ellipse,ellipse);\n" " if ((insideSpot <= 1.0) && (fsViewZ>=spotRange.x) && (fsViewZ.\n" " **/\n" " \n" "/*\n" " * Fragment_MultiSheet.glsl\n" " *\n" " * Fragment shader for 3D rendering. Uses 8 texture sheets to decode the \n" " * different possible formats.\n" " */\n" "\n" "#version 120\n" "\n" "// Global uniforms\n" "uniform sampler2D textureMap0; // complete texture map (fmt 0), 2048x2048 texels\n" "uniform sampler2D textureMap1; // complete texture map (fmt 1), 2048x2048 texels\n" "uniform sampler2D textureMap2; // complete texture map (fmt 2), 2048x2048 texels\n" "uniform sampler2D textureMap3; // complete texture map (fmt 3), 2048x2048 texels\n" "uniform sampler2D textureMap4; // complete texture map (fmt 4), 2048x2048 texels\n" "uniform sampler2D textureMap5; // complete texture map (fmt 5), 2048x2048 texels\n" "uniform sampler2D textureMap6; // complete texture map (fmt 6), 2048x2048 texels\n" "uniform sampler2D textureMap7; // complete texture map (fmt 7), 2048x2048 texels\n" "uniform vec4 spotEllipse; // spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height)\n" "uniform vec2 spotRange; // spotlight Z range: .x=start (viewspace coordinates), .y=limit\n" "uniform vec3 spotColor; // spotlight RGB color\n" "uniform vec3 lighting[2]; // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)\n" "uniform float mapSize; // texture map size (2048,4096,6144 etc)\n" "\n" "// Inputs from vertex shader \n" "varying vec4 fsSubTexture; // .x=texture X, .y=texture Y, .z=texture width, .w=texture height (all in texels)\n" "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\n" "varying float fsTexFormat; // T1RGB5 contour texture (if > 0)\n" "varying float fsTexMap; // texture map number\n" "varying float fsTransLevel; // translucence level, 0.0 (transparent) to 1.0 (opaque)\n" "varying vec3 fsLightIntensity; // lighting intensity \n" "varying float fsSpecularTerm; // specular highlight\n" "varying float fsFogFactor; // fog factor\n" "varying float fsViewZ; // Z distance to fragment from viewpoint at origin\n" "\n" "/*\n" " * WrapTexelCoords():\n" " *\n" " * Computes the normalized OpenGL S,T coordinates within the 2048x2048 texture\n" " * sheet, taking into account wrapping behavior.\n" " *\n" " * Computing normalized OpenGL texture coordinates (0 to 1) within the \n" " * Real3D texture sheet:\n" " *\n" " * If the texture is not mirrored, we simply have to clamp the\n" " * coordinates to fit within the texture dimensions, add the texture\n" " * X, Y position to select the appropriate one, and normalize by 2048\n" " * (the dimensions of the Real3D texture sheet).\n" " *\n" " * = [(u,v)%(w,h)+(x,y)]/(2048,2048)\n" " *\n" " * If mirroring is enabled, textures are mirrored every odd multiple of\n" " * the original texture. To detect whether we are in an odd multiple, \n" " * simply divide the coordinate by the texture dimension and check \n" " * whether the result is odd. Then, clamp the coordinates as before but\n" " * subtract from the last texel to mirror them:\n" " *\n" " * = [M*((w-1,h-1)-(u,v)%(w,h)) + (1-M)*(u,v)%(w,h) + (x,y)]/(2048,2048)\n" " * where M is 1.0 if the texture must be mirrored.\n" " *\n" " * As an optimization, this function computes TWO texture coordinates\n" " * simultaneously. The first is texCoord.xy, the second is in .zw. The other\n" " * parameters must have .xy = .zw.\n" " */\n" "vec4 WrapTexelCoords(vec4 texCoord, vec4 texOffset, vec4 texSize, vec4 mirrorEnable)\n" "{\n" " vec4 clampedCoord, mirror, glTexCoord;\n" " \n" " clampedCoord = mod(texCoord,texSize); // clamp coordinates to within texture size\n" " mirror = mirrorEnable * mod(floor(texCoord/texSize),2.0); // whether this texel needs to be mirrored\n" "\n" " glTexCoord = ( mirror*(texSize-clampedCoord) +\n" " (vec4(1.0,1.0,1.0,1.0)-mirror)*clampedCoord +\n" " texOffset\n" " ) / mapSize;\n" " return glTexCoord;\n" "}\n" "\n" "/*\n" " * main():\n" " *\n" " * Fragment shader entry point.\n" " */\n" "\n" "void main(void)\n" "{ \n" " vec4 uv_top, uv_bot, c[4];\n" " vec2 r;\n" " vec4 fragColor;\n" " vec2 ellipse;\n" " vec3 lightIntensity;\n" " float insideSpot;\n" " int x;\n" " \n" " // Get polygon color for untextured polygons (textured polygons will overwrite)\n" " if (fsTexParams.x < 0.5)\n" " fragColor = gl_Color; \n" " else\n" " // Textured polygons: set fragment color to texel value\n" " { \n" " /*\n" " * Bilinear Filtering\n" " *\n" " * In order to get this working on ATI, the number of operations is\n" " * reduced by putting everything into vec4s. uv_top holds the UV \n" " * coordinates for the top two texels (.xy=left, .zw=right) and uv_bot\n" " * is for the lower two.\n" " */\n" "\n" " // Compute fractional blending factor, r, and lower left corner of texel 0\n" " uv_bot.xy = gl_TexCoord[0].st-vec2(0.5,0.5); // move into the lower left blending texel \n" " r = uv_bot.xy-floor(uv_bot.xy); // fractional part\n" " uv_bot.xy = floor(uv_bot.xy); // integral part\n" " \n" " // Compute texel coordinates\n" " uv_bot.xy += vec2(0.5,0.5); // offset to center of pixel (should not be needed but it fixes a lot of glitches, esp. on Nvidia)\n" " uv_bot.zw = uv_bot.xy + vec2(1.0,0.0); // compute coordinates of the other three neighbors\n" " uv_top = uv_bot + vec4(0.0,1.0,0.0,1.0);\n" "\n" " // Compute the properly wrapped texel coordinates\n" " uv_top = WrapTexelCoords(uv_top,vec4(fsSubTexture.xy,fsSubTexture.xy),vec4(fsSubTexture.zw,fsSubTexture.zw), vec4(fsTexParams.zw,fsTexParams.zw));\n" " uv_bot = WrapTexelCoords(uv_bot,vec4(fsSubTexture.xy,fsSubTexture.xy),vec4(fsSubTexture.zw,fsSubTexture.zw), vec4(fsTexParams.zw,fsTexParams.zw));\n" "\n" " // Fetch the texels from the given texture map\n" " if (fsTexMap < 0.5f) {\n" " c[0]=texture2D(textureMap0, uv_bot.xy); // bottom-left (base texel)\n" " c[1]=texture2D(textureMap0, uv_bot.zw); // bottom-right\n" " c[2]=texture2D(textureMap0, uv_top.xy); // top-left\n" " c[3]=texture2D(textureMap0, uv_top.zw); // top-right\n" " } else if (fsTexMap < 1.5f) {\n" " c[0]=texture2D(textureMap1, uv_bot.xy); // bottom-left (base texel)\n" " c[1]=texture2D(textureMap1, uv_bot.zw); // bottom-right\n" " c[2]=texture2D(textureMap1, uv_top.xy); // top-left\n" " c[3]=texture2D(textureMap1, uv_top.zw); // top-right\n" " } else if (fsTexMap < 2.5f) {\n" " c[0]=texture2D(textureMap2, uv_bot.xy); // bottom-left (base texel)\n" " c[1]=texture2D(textureMap2, uv_bot.zw); // bottom-right\n" " c[2]=texture2D(textureMap2, uv_top.xy); // top-left\n" " c[3]=texture2D(textureMap2, uv_top.zw); // top-right\n" " } else if (fsTexMap < 3.5f) {\n" " c[0]=texture2D(textureMap3, uv_bot.xy); // bottom-left (base texel)\n" " c[1]=texture2D(textureMap3, uv_bot.zw); // bottom-right\n" " c[2]=texture2D(textureMap3, uv_top.xy); // top-left\n" " c[3]=texture2D(textureMap3, uv_top.zw); // top-right\n" " } else if (fsTexMap < 4.5f) {\n" " c[0]=texture2D(textureMap4, uv_bot.xy); // bottom-left (base texel)\n" " c[1]=texture2D(textureMap4, uv_bot.zw); // bottom-right\n" " c[2]=texture2D(textureMap4, uv_top.xy); // top-left\n" " c[3]=texture2D(textureMap4, uv_top.zw); // top-right\n" " } else if (fsTexMap < 5.5f) {\n" " c[0]=texture2D(textureMap5, uv_bot.xy); // bottom-left (base texel)\n" " c[1]=texture2D(textureMap5, uv_bot.zw); // bottom-right\n" " c[2]=texture2D(textureMap5, uv_top.xy); // top-left\n" " c[3]=texture2D(textureMap5, uv_top.zw); // top-right\n" " } else if (fsTexMap < 6.5f) {\n" " c[0]=texture2D(textureMap6, uv_bot.xy); // bottom-left (base texel)\n" " c[1]=texture2D(textureMap6, uv_bot.zw); // bottom-right\n" " c[2]=texture2D(textureMap6, uv_top.xy); // top-left\n" " c[3]=texture2D(textureMap6, uv_top.zw); // top-right\n" " } else {\n" " c[0]=texture2D(textureMap7, uv_bot.xy); // bottom-left (base texel)\n" " c[1]=texture2D(textureMap7, uv_bot.zw); // bottom-right\n" " c[2]=texture2D(textureMap7, uv_top.xy); // top-left\n" " c[3]=texture2D(textureMap7, uv_top.zw); // top-right\n" " } \n" "\n" " // Interpolate texels and blend result with material color to determine final (unlit) fragment color\n" " // fragColor = (c[0]*(1.0-r.s)*(1.0-r.t) + c[1]*r.s*(1.0-r.t) + c[2]*(1.0-r.s)*r.t + c[3]*r.s*r.t);\n" " // Faster method:\n" " c[0] += (c[1]-c[0])*r.s; // 2 alu\n" " c[2] += (c[3]-c[2])*r.s; // 2 alu\n" " fragColor = c[0]+(c[2]-c[0])*r.t; // 2 alu\n" "\n" " /*\n" " * T1RGB5:\n" " *\n" " * The transparency bit determines whether to discard pixels (if set).\n" " * What is unknown is how this bit behaves when interpolated. OpenGL\n" " * processes it as an alpha value, so it might concievably be blended\n" " * with neighbors. Here, an arbitrary threshold is chosen.\n" " *\n" " * To-do: blending could probably enabled and this would work even\n" " * better with a hard threshold.\n" " *\n" " * Countour processing also seems to be enabled for RGBA4 textures.\n" " * When the alpha value is 0.0 (or close), pixels are discarded \n" " * entirely.\n" " */\n" " if (fsTexParams.y > 0.5) // contour processing enabled\n" " {\n" " if (fragColor.a < 0.01) // discard anything with alpha == 0\n" " discard;\n" " }\n" " \n" " // If contour texture and not discarded, force alpha to 1.0 because will later be modified by polygon translucency\n" " if (fsTexFormat < 0.5) // contour (T1RGB5) texture map\n" " fragColor.a = 1.0;\n" " }\n" "\n" " // Compute spotlight and apply lighting\n" " ellipse = (gl_FragCoord.xy-spotEllipse.xy)/spotEllipse.zw;\n" " insideSpot = dot(ellipse,ellipse);\n" " if ((insideSpot <= 1.0) && (fsViewZ>=spotRange.x) && (fsViewZ