#ifndef _R3DSHADERQUADS_H_ #define _R3DSHADERQUADS_H_ static const char *vertexShaderR3DQuads = R"glsl( #version 450 core // uniforms uniform float modelScale; uniform float nodeAlpha; uniform mat4 modelMat; uniform mat4 projMat; uniform bool translatorMap; // attributes in vec4 inVertex; in vec3 inNormal; in vec2 inTexCoord; in vec3 inFaceNormal; // used to emulate r3d culling in float inFixedShade; in vec4 inColour; // outputs to geometry shader out VS_OUT { vec3 viewVertex; vec3 viewNormal; // per vertex normal vector vec2 texCoord; vec4 color; float fixedShade; float discardPoly; // can't have varying bool (glsl spec) } vs_out; vec4 GetColour(vec4 colour) { vec4 c = colour; if(translatorMap) { c.rgb *= 16.0; } c.a *= nodeAlpha; return c; } float CalcBackFace(in vec3 viewVertex) { vec3 vt = viewVertex; // - vec3(0.0); vec3 vn = mat3(modelMat) * inFaceNormal; // dot product of face normal with view direction return dot(vt, vn); } void main(void) { vs_out.viewVertex = vec3(modelMat * inVertex); vs_out.viewNormal = (mat3(modelMat) * inNormal) / modelScale; vs_out.discardPoly = CalcBackFace(vs_out.viewVertex); vs_out.color = GetColour(inColour); vs_out.texCoord = inTexCoord; vs_out.fixedShade = inFixedShade; gl_Position = projMat * modelMat * inVertex; } )glsl"; static const char *geometryShaderR3DQuads = R"glsl( #version 450 core layout (lines_adjacency) in; layout (triangle_strip, max_vertices = 4) out; in VS_OUT { vec3 viewVertex; vec3 viewNormal; // per vertex normal vector vec2 texCoord; vec4 color; float fixedShade; float discardPoly; // can't have varying bool (glsl spec) } gs_in[4]; out GS_OUT { noperspective vec2 v[4]; noperspective float area[4]; flat float oneOverW[4]; //our regular attributes flat vec3 viewVertex[4]; flat vec3 viewNormal[4]; // per vertex normal vector flat vec2 texCoord[4]; flat vec4 color; flat float fixedShade[4]; } gs_out; //a*b - c*d, computed in a stable fashion (Kahan) float DifferenceOfProducts(float a, float b, float c, float d) { precise float cd = c * d; precise float err = fma(-c, d, cd); precise float dop = fma(a, b, -cd); return dop + err; } void main(void) { if(gs_in[0].discardPoly > 0) { return; //emulate back face culling here (all vertices in poly have same value) } vec2 v[4]; for (int i=0; i<4; i++) { float oneOverW = 1.0 / gl_in[i].gl_Position.w; gs_out.oneOverW[i] = oneOverW; v[i] = gl_in[i].gl_Position.xy * oneOverW; // our regular vertex attribs gs_out.viewVertex[i] = gs_in[i].viewVertex * oneOverW; gs_out.viewNormal[i] = gs_in[i].viewNormal * oneOverW; gs_out.texCoord[i] = gs_in[i].texCoord * oneOverW; gs_out.fixedShade[i] = gs_in[i].fixedShade * oneOverW; } // flat attributes gs_out.color = gs_in[0].color; // precompute crossproducts for all vertex combinations to be looked up in loop below for area computation precise float cross[4][4]; for (int i=0; i<4; i++) { cross[i][i] = 0.0; for (int j=i+1; j<4; j++) cross[i][j] = DifferenceOfProducts(gl_in[i].gl_Position.x, gl_in[j].gl_Position.y, gl_in[j].gl_Position.x, gl_in[i].gl_Position.y) / (gl_in[i].gl_Position.w * gl_in[j].gl_Position.w); } for (int i=1; i<4; i++) for (int j=0; j | \ | // | | | \ | // 0----3 0----2 // int reorder[4] = int[]( 1, 0, 2, 3 ); int ii = reorder[i]; for (int j=0; j<4; j++) { gs_out.v[j] = v[j] - v[ii]; int j_next = (j+1) % 4; // compute area via shoelace algorithm BUT divided by w afterwards to improve precision! // in addition also use Kahans algorithm to further improve precision of the 2D crossproducts gs_out.area[j] = cross[j][j_next] + cross[j_next][ii] + cross[ii][j]; } gl_Position = gl_in[ii].gl_Position; EmitVertex(); } } )glsl"; static const char *fragmentShaderR3DQuads = R"glsl( #version 450 core uniform usampler2D tex1; // entire texture sheet // texturing uniform bool textureEnabled; uniform bool microTexture; uniform float microTextureScale; uniform int microTextureID; uniform ivec4 baseTexInfo; // x/y are x,y positions in the texture sheet. z/w are with and height uniform int baseTexType; uniform bool textureInverted; uniform bool textureAlpha; uniform bool alphaTest; uniform bool discardAlpha; uniform ivec2 textureWrapMode; // general uniform vec3 fogColour; 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 uniform vec3 spotFogColor; // spotlight RGB color on fog uniform vec3 lighting[2]; // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0) uniform bool lightEnabled; // lighting enabled (1.0) or luminous (0.0), drawn at full intensity uniform bool sunClamp; // not used by daytona and la machine guns uniform bool intensityClamp; // some games such as daytona and uniform bool specularEnabled; // specular enabled uniform float specularValue; // specular coefficient uniform float shininess; // specular shininess uniform float fogIntensity; uniform float fogDensity; uniform float fogStart; uniform float fogAttenuation; uniform float fogAmbient; uniform bool fixedShading; uniform int hardwareStep; uniform int colourLayer; // matrices (shared with vertex shader) uniform mat4 projMat; //interpolated inputs from geometry shader in GS_OUT { noperspective vec2 v[4]; noperspective float area[4]; flat float oneOverW[4]; //our regular attributes flat vec3 viewVertex[4]; flat vec3 viewNormal[4]; // per vertex normal vector flat vec2 texCoord[4]; flat vec4 color; flat float fixedShade[4]; } fs_in; //our calculated vertex attributes from the above vec3 fsViewVertex; vec3 fsViewNormal; vec2 fsTexCoord; float fsFixedShade; vec4 fsColor; //outputs layout(location = 0) out vec4 out0; // opaque layout(location = 1) out vec4 out1; // trans layer 1 layout(location = 2) out vec4 out2; // trans layer 2 // forward declarations (see common file) float CalcFog(); void Step15Luminous(inout vec4 colour); vec4 GetTextureValue(); void WriteOutputs(vec4 colour, int layer); float Sqr(float a); float SqrLength(vec2 a); void QuadraticInterpolation() { vec2 s[4]; float A[4]; for (int i=0; i<4; i++) { s[i] = fs_in.v[i]; A[i] = fs_in.area[i]; } float D[4]; float r[4]; for (int i=0; i<4; i++) { int i_next = (i+1)%4; D[i] = dot(s[i], s[i_next]); r[i] = length(s[i]); if (fs_in.oneOverW[i] < 0.0) { // is w[i] negative? r[i] = -r[i]; } } float t[4]; for (int i=0; i<4; i++) { int i_next = (i+1)%4; if(A[i]==0.0) t[i] = 0.0; // check for zero area + div by zero else t[i] = (r[i]*r[i_next] - D[i]) / A[i]; } float uSum = 0.0; float u[4]; for (uint i=0; i<4; i++) { uint i_prev = (i-1)%4; u[i] = (t[i_prev] + t[i]) / r[i]; uSum += u[i]; } float lambda[4]; for (int i=0; i<4; i++) { lambda[i] = u[i] / uSum; } /* Discard fragments when all the weights are neither all negative nor all positive. */ int lambdaSignCount = 0; for (int i=0; i<4; i++) { if (fs_in.oneOverW[i] * lambda[i] < 0.0) { lambdaSignCount--; } else { lambdaSignCount++; } } if (lambdaSignCount != 4) { if(!gl_HelperInvocation) { discard; } } float interp_oneOverW = 0.0; fsViewVertex = vec3(0.0); fsViewNormal = vec3(0.0); fsTexCoord = vec2(0.0); fsFixedShade = 0.0; fsColor = fs_in.color; for (int i=0; i<4; i++) { fsViewVertex += lambda[i] * fs_in.viewVertex[i]; fsViewNormal += lambda[i] * fs_in.viewNormal[i]; fsTexCoord += lambda[i] * fs_in.texCoord[i]; fsFixedShade += lambda[i] * fs_in.fixedShade[i]; interp_oneOverW += lambda[i] * fs_in.oneOverW[i]; } fsViewVertex /= interp_oneOverW; fsViewNormal /= interp_oneOverW; fsTexCoord /= interp_oneOverW; fsFixedShade /= interp_oneOverW; vec4 vertex; float depth; // dirty hack for co-planar polys that really need 100% identical values to depth test correctly // the reason we waste cycles and calculate depth value here is because we have run out of vertex attribs if(fs_in.oneOverW[0]==fs_in.oneOverW[1] && fs_in.oneOverW[1]==fs_in.oneOverW[2] && fs_in.oneOverW[2]==fs_in.oneOverW[3]) { fsViewVertex.z = fs_in.viewVertex[0].z / fs_in.oneOverW[0]; vertex = projMat * vec4(fsViewVertex,1.0); depth = vertex.z / vertex.w; } else { vertex.z = projMat[2][2] * fsViewVertex.z + projMat[3][2]; // standard projMat * vertex - but just using Z components depth = vertex.z * interp_oneOverW; } gl_FragDepth = depth; } void main() { vec4 tex1Data; vec4 colData; vec4 finalData; vec4 fogData; QuadraticInterpolation(); // calculate our vertex attributes fogData = vec4(fogColour.rgb * fogAmbient, CalcFog()); tex1Data = vec4(1.0, 1.0, 1.0, 1.0); if(textureEnabled) { tex1Data = GetTextureValue(); } colData = fsColor; Step15Luminous(colData); // no-op for step 2.0+ finalData = tex1Data * colData; if (finalData.a < (1.0/32.0)) { // basically chuck out any totally transparent pixels value = 1/16 the smallest transparency level h/w supports discard; } float ellipse; ellipse = SqrLength((gl_FragCoord.xy - spotEllipse.xy) / spotEllipse.zw); // decay rate = square of distance from center ellipse = 1.0 - ellipse; // invert ellipse = max(0.0, ellipse); // clamp // Compute spotlight and apply lighting float enable, absExtent, d, inv_r, range; // start of spotlight enable = step(spotRange.x, -fsViewVertex.z); if (spotRange.y == 0.0) { range = 0.0; } else { absExtent = abs(spotRange.y); d = spotRange.x + absExtent + fsViewVertex.z; d = min(d, 0.0); // slope of decay function inv_r = 1.0 / (1.0 + absExtent); // inverse-linear falloff // Reference: https://imdoingitwrong.wordpress.com/2011/01/31/light-attenuation/ // y = 1 / (d/r + 1)^2 range = 1.0 / Sqr(d * inv_r - 1.0); range *= enable; } float lobeEffect = range * ellipse; float lobeFogEffect = enable * ellipse; if (lightEnabled) { vec3 lightIntensity; vec3 sunVector; // sun lighting vector (as reflecting away from vertex) float sunFactor; // sun light projection along vertex normal (0.0 to 1.0) // Sun angle sunVector = lighting[0]; // Compute diffuse factor for sunlight if(fixedShading) { sunFactor = fsFixedShade; } else { sunFactor = dot(sunVector, fsViewNormal); } // Clamp ceil, fix for upscaled models without "modelScale" defined sunFactor = clamp(sunFactor,-1.0,1.0); // Optional clamping, value is allowed to be negative // We suspect that translucent polygons are always clamped (e.g. lasers in Daytona 2) if(sunClamp || fsColor.a < 0.99) { sunFactor = max(sunFactor,0.0); } // Total light intensity: sum of all components lightIntensity = vec3(sunFactor*lighting[1].x + lighting[1].y); // diffuse + ambient lightIntensity.rgb += spotColor*lobeEffect; // Upper clamp is optional, step 1.5+ games will drive brightness beyond 100% if(intensityClamp) { lightIntensity = min(lightIntensity,1.0); } finalData.rgb *= lightIntensity; // for now assume fixed shading doesn't work with specular if (specularEnabled) { float exponent, NdotL, specularFactor; vec4 biasIndex, expIndex, multIndex; // Always clamp floor to zero, we don't want deep black areas NdotL = max(0.0,sunFactor); expIndex = vec4(8.0, 16.0, 32.0, 64.0); multIndex = vec4(2.0, 2.0, 3.0, 4.0); biasIndex = vec4(0.95, 0.95, 1.05, 1.0); exponent = expIndex[int(shininess)] / biasIndex[int(shininess)]; specularFactor = pow(NdotL, exponent); specularFactor *= multIndex[int(shininess)]; specularFactor *= biasIndex[int(shininess)]; specularFactor *= specularValue; specularFactor *= lighting[1].x; if (colData.a < 1.0) { /// Specular hi-light affects translucent polygons alpha channel /// finalData.a = max(finalData.a, specularFactor); } finalData.rgb += vec3(specularFactor); } } // Final clamp: we need it for proper shading in dimmed light and dark ambients finalData.rgb = min(finalData.rgb, vec3(1.0)); // Spotlight on fog vec3 lSpotFogColor = spotFogColor * fogAttenuation * fogColour.rgb * lobeFogEffect; // Fog & spotlight applied finalData.rgb = mix(finalData.rgb, fogData.rgb + lSpotFogColor, fogData.a); // Write outputs to colour buffers WriteOutputs(finalData,colourLayer); } )glsl"; #endif