/** ** 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 // 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\tmodelViewMatrix;\t// model -> view space matrix\n" "uniform mat4\tprojectionMatrix;\t// view space -> screen space matrix\n" "uniform vec3\tlighting[2];\t\t// lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)\n" "uniform vec4\tspotEllipse;\t\t// spotlight ellipse position: .x=X position (normalized device coordinates), .y=Y position, .z=half-width, .w=half-height)\n" "uniform vec2\tspotRange;\t\t\t// spotlight Z range: .x=start (viewspace coordinates), .y=limit\n" "uniform vec3\tspotColor;\t\t\t// spotlight RGB color\n" "\n" "// Custom vertex attributes\n" "attribute vec4\tsubTexture;\t\t// .x=texture X, .y=texture Y, .z=texture width, .w=texture height (all in texels)\n" "attribute vec4\ttexParams;\t\t// .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\ttexFormat;\t\t// T1RGB5 contour texture (if > 0)\n" "attribute float\ttransLevel;\t\t// translucence level, 0.0 (transparent) to 1.0 (opaque). if less than 1.0, replace alpha value\n" "attribute float\tlightEnable;\t// lighting enabled (1.0) or luminous (0.0), drawn at full intensity\n" "attribute float\tshininess;\t\t// specular shininess (if >= 0.0) or disable specular lighting (negative)\n" "attribute float\tfogIntensity;\t// fog intensity (1.0, full fog effect, 0.0, no fog) \n" "\n" "// Custom outputs to fragment shader\n" "varying vec4\tfsSubTexture;\n" "varying vec4\tfsTexParams;\n" "varying float\tfsTexFormat;\n" "varying float\tfsTransLevel;\n" "varying vec3\tfsLightIntensity;\t// total light intensity for this vertex\n" "varying float\tfsSpecularTerm;\t\t// specular light term (additive)\n" "varying float\tfsFogFactor;\t\t// fog factor\n" "varying float\tfsViewZ;\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" "\tmat3 result;\n" "\t\n" "\tresult[0][0] = m[0][0]; \n" "\tresult[0][1] = m[0][1]; \n" "\tresult[0][2] = m[0][2]; \n" "\n" "\tresult[1][0] = m[1][0]; \n" "\tresult[1][1] = m[1][1]; \n" "\tresult[1][2] = m[1][2]; \n" "\t\n" "\tresult[2][0] = m[2][0]; \n" "\tresult[2][1] = m[2][1]; \n" "\tresult[2][2] = m[2][2]; \n" "\t\n" "\treturn result;\n" "}\n" "\n" "void main(void)\n" "{\n" "\tvec3\tviewVertex;\t\t// vertex coordinates in view space\n" "\tvec3\tviewNormal;\t\t// vertex normal in view space\n" "\tvec3\tsunVector;\t\t// sun lighting vector (as reflecting away from vertex)\n" "\tfloat\tsunFactor;\t\t// sun light projection along vertex normal (0.0 to 1.0)\n" "\tvec3\thalfway;\n" "\tfloat\tspecFactor;\n" "\t\n" "\t// Transform vertex\n" "\tgl_Position = projectionMatrix * modelViewMatrix * gl_Vertex;\n" "\tviewVertex = vec3(modelViewMatrix * gl_Vertex);\t\n" "\t\n" "\t/*\n" "\t * Modulation\n" "\t *\n" " \t * Polygon color serves as material color (modulating the light intensity)\n" "\t * for textured polygons. The fragment shader will ignore (overwrite) the\n" "\t * the color passed to it if the fragment is textured. \n" "\t *\n" "\t * Untextured fragments must be set to the polygon color and the light\n" "\t * intensity is initialized to 1.0 here. Alpha must be set to 1.0 because\n" "\t * the fragment shader multiplies it by the polygon translucency setting. \n" "\t *\n" "\t * TO-DO: Does OpenGL set alpha to 1.0 by default if no alpha is specified\n" "\t * for the vertex? If so, we can remove that line from here.\n" "\t */\n" "\n" "\tgl_FrontColor = gl_Color;\t// untextured polygons will use this\n" "\tgl_FrontColor.a = 1.0;\t\n" "\tfsLightIntensity = vec3(1.0,1.0,1.0);\n" "\tif (texParams.x > 0.5)\t\t// textured\n" "\t\tfsLightIntensity *= gl_Color.rgb;\n" "\t\t\n" "\t/*\n" " \t * Sun Light\n" "\t *\n" "\t * Parallel light source and ambient lighting are only applied for non-\n" "\t * luminous polygons.\n" " \t */\n" "\tfsSpecularTerm = 0.0;\n" " \tif (lightEnable > 0.5)\t// not luminous\n" "\t{\n" "\t\t// Normal -> view space\n" "\t\tviewNormal = normalize(GetLinearPart(modelViewMatrix)*gl_Normal);\n" "\n" "\t\t// Real3D -> OpenGL view space convention (TO-DO: do this outside of shader)\n" "\t\tsunVector = lighting[0]*vec3(1.0,-1.0,-1.0);\n" "\t\t\n" "\t\t// Compute diffuse factor for sunlight\n" "\t\tsunFactor = max(dot(sunVector,viewNormal),0.0);\n" "\t\t\n" "\t\t// Total light intensity: sum of all components\n" "\t\tfsLightIntensity *= (sunFactor*lighting[1].x+lighting[1].y);\n" "\t\t\n" "\t\t/*\n" "\t\t * Specular Lighting\n" "\t\t *\n" "\t\t * The specular term is treated similarly to the \"separate specular\n" "\t\t * color\" functionality of OpenGL: it is added as a highlight in the\n" "\t\t * fragment shader. This allows even black textures to be lit.\n" "\t\t *\n" "\t\t * TO-DO: Ambient intensity viewport parameter is known but what about\n" "\t\t * the intensity of the specular term? Always applied with full \n" "\t\t * intensity here but this is unlikely to be correct.\n" "\t\t */\n" " \t\tif (shininess >= 0.0)\n" " \t\t{\n" " \t\t\t// Standard specular lighting equation\n" " \t\t\tvec3 V = normalize(-viewVertex);\n" " \t\t\tvec3 H = normalize(sunVector+V);\t// halfway vector\n" " \t\t\tfloat s = max(10.0,64.0-shininess);\t\t// seems to look nice, but probably not correct\n" " \t\t\tfsSpecularTerm = pow(max(dot(viewNormal,H),0.0),s);\n" " \t\t\tif (sunFactor <= 0.0) fsSpecularTerm = 0.0;\n" " \t\t\t\n" " \t\t\t// Faster approximation \t\t\t\n" " \t\t\t//float temp = max(dot(viewNormal,H),0.0);\n" " \t\t\t//float s = 64.0-shininess;\n" " \t\t\t//fsSpecularTerm = temp/(s-temp*s+temp);\n" " \t\t\t\n" " \t\t\t// Phong formula\n" " \t\t\t//vec3 R = normalize(2.0*dot(sunVector,viewNormal)*viewNormal - sunVector);\n" " \t\t\t//vec3 V = normalize(-viewVertex);\n" " \t\t\t//float s = max(2.0,64.0-shininess);\n" " \t\t\t//fsSpecularTerm = pow(max(dot(R,V),0.0),s);\n" " \t\t}\n" "\t}\n" "\t\n" "\t// Fog\n" "\tfloat z = length(viewVertex);\n" "\tfsFogFactor = clamp(1.0-fogIntensity*(gl_Fog.start+z*gl_Fog.density), 0.0, 1.0);\n" "\n" "\t// Pass viewspace Z coordinate (for spotlight)\n" "\tfsViewZ = -viewVertex.z;\t// convert Z from GL->Real3D convention (want +Z to be further into screen)\n" "\n" "\t// Pass remaining parameters to fragment shader\n" "\tgl_TexCoord[0] = gl_MultiTexCoord0;\n" "\tfsSubTexture = subTexture;\n" "\tfsTexParams = texParams;\n" "\tfsTransLevel = transLevel;\n" "\tfsTexFormat = texFormat;\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\ttextureMap;\t\t// complete texture map, 2048x2048 texels\n" "uniform vec4\tspotEllipse;\t\t// spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height)\n" "uniform vec2\tspotRange;\t\t\t// spotlight Z range: .x=start (viewspace coordinates), .y=limit\n" "uniform vec3\tspotColor;\t\t\t// spotlight RGB color\n" "uniform vec3\tlighting[2];\t\t// lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)\n" "\n" "// Inputs from vertex shader \n" "varying vec4\t\tfsSubTexture;\t// .x=texture X, .y=texture Y, .z=texture width, .w=texture height (all in texels)\n" "varying vec4\t\tfsTexParams;\t// .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\t\tfsTexFormat;\t// T1RGB5 contour texture (if > 0)\n" "varying float\t\tfsTransLevel;\t// translucence level, 0.0 (transparent) to 1.0 (opaque)\n" "varying vec3\t\tfsLightIntensity;\t// lighting intensity \n" "varying float\t\tfsSpecularTerm;\t// specular highlight\n" "varying float\t\tfsFogFactor;\t// fog factor\n" "varying float\t\tfsViewZ;\t\t// 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" " *\t\t= [(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" " * \t\t= [M*((w-1,h-1)-(u,v)%(w,h)) + (1-M)*(u,v)%(w,h) + (x,y)]/(2048,2048)\n" " *\t\twhere 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" "\tvec4\tclampedCoord, mirror, glTexCoord;\n" "\t\n" "\tclampedCoord = mod(texCoord,texSize);\t\t\t\t\t\t// clamp coordinates to within texture size\n" "\tmirror = mirrorEnable * mod(floor(texCoord/texSize),2.0);\t// whether this texel needs to be mirrored\n" "\n" "\tglTexCoord = (\tmirror*(texSize-clampedCoord) +\n" "\t\t\t\t\t(vec4(1.0,1.0,1.0,1.0)-mirror)*clampedCoord +\n" "\t\t\t\t\ttexOffset\n" "\t\t\t\t ) / 2048.0;\n" "\treturn glTexCoord;\n" "}\n" "\n" "/*\n" " * main():\n" " *\n" " * Fragment shader entry point.\n" " */\n" "\n" "void main(void)\n" "{\t\n" "\tvec4\tuv_top, uv_bot, c[4];\n" "\tvec2\tr;\n" "\tvec4\tfragColor;\n" "\tvec2\tellipse;\n" "\tvec3\tlightIntensity;\n" "\tfloat\tinsideSpot;\n" "\tint\t\tx;\n" "\t\n" "\t// Get polygon color for untextured polygons (textured polygons will overwrite)\n" "\tif (fsTexParams.x < 0.5)\n" "\t\tfragColor = gl_Color;\t\t\n" "\telse\n" "\t// Textured polygons: set fragment color to texel value\n" "\t{\t\t\t\n" "\t\t/*\n" "\t\t * Bilinear Filtering\n" "\t\t *\n" "\t\t * In order to get this working on ATI, the number of operations is\n" "\t\t * reduced by putting everything into vec4s. uv_top holds the UV \n" "\t\t * coordinates for the top two texels (.xy=left, .zw=right) and uv_bot\n" "\t\t * is for the lower two.\n" "\t\t */\n" "\n" "\t\t// Compute fractional blending factor, r, and lower left corner of texel 0\n" "\t\tuv_bot.xy = gl_TexCoord[0].st-vec2(0.5,0.5);\t// move into the lower left blending texel \n" "\t\tr = uv_bot.xy-floor(uv_bot.xy);\t\t\t\t\t// fractional part\n" "\t\tuv_bot.xy = floor(uv_bot.xy);\t\t\t\t\t// integral part\n" "\t\t\n" "\t\t// Compute texel coordinates\n" "\t\tuv_bot.xy += vec2(0.5,0.5);\t// offset to center of pixel (should not be needed but it fixes a lot of glitches, esp. on Nvidia)\n" "\t\tuv_bot.zw = uv_bot.xy + vec2(1.0,0.0);\t\t\t// compute coordinates of the other three neighbors\n" "\t\tuv_top = uv_bot + vec4(0.0,1.0,0.0,1.0);\n" "\n" "\t\t// Compute the properly wrapped texel coordinates\n" "\t\tuv_top = WrapTexelCoords(uv_top,vec4(fsSubTexture.xy,fsSubTexture.xy),vec4(fsSubTexture.zw,fsSubTexture.zw), vec4(fsTexParams.zw,fsTexParams.zw));\n" "\t\tuv_bot = WrapTexelCoords(uv_bot,vec4(fsSubTexture.xy,fsSubTexture.xy),vec4(fsSubTexture.zw,fsSubTexture.zw), vec4(fsTexParams.zw,fsTexParams.zw));\n" "\n" "\t\t// Fetch the texels\n" "\t\tc[0]=texture2D(textureMap,uv_bot.xy);\t// bottom-left (base texel)\n" "\t\tc[1]=texture2D(textureMap,uv_bot.zw);\t// bottom-right\n" "\t\tc[2]=texture2D(textureMap,uv_top.xy);\t// top-left\n" "\t\tc[3]=texture2D(textureMap,uv_top.zw);\t// top-right\t\t\n" "\n" "\t\t// Interpolate texels and blend result with material color to determine final (unlit) fragment color\n" "\t\t// 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" "\t\t// Faster method:\n" "\t\tc[0] += (c[1]-c[0])*r.s;\t\t\t// 2 alu\n" "\t\tc[2] += (c[3]-c[2])*r.s;\t\t\t// 2 alu\n" "\t\tfragColor = c[0]+(c[2]-c[0])*r.t;\t//2 alu\n" "\t\n" "\t\t/*\n" "\t\t * T1RGB5:\n" "\t\t *\n" "\t\t * The transparency bit determines whether to discard pixels (if set).\n" "\t\t * What is unknown is how this bit behaves when interpolated. OpenGL\n" "\t\t * processes it as an alpha value, so it might concievably be blended\n" "\t\t * with neighbors. Here, an arbitrary threshold is chosen.\n" "\t\t *\n" "\t\t * To-do: blending could probably enabled and this would work even\n" "\t\t * better with a hard threshold.\n" "\t\t *\n" "\t\t * Countour processing also seems to be enabled for RGBA4 textures.\n" "\t\t * When the alpha value is 0.0 (or close), pixels are discarded \n" "\t\t * entirely.\n" "\t\t */\n" "\t\tif (fsTexParams.y > 0.5)\t// contour processing enabled\n" "\t\t{\n" "\t\t\tif (fragColor.a < 0.01)\t// discard anything with alpha == 0\n" "\t\t\t\tdiscard;\n" "\t\t}\n" "\t\t\n" "\t\t// If contour texture and not discarded, force alpha to 1.0 because will later be modified by polygon translucency\n" "\t\tif (fsTexFormat < 0.5)\t\t// contour (T1RGB5) texture map\n" "\t\t\tfragColor.a = 1.0;\n" "\t}\n" "\n" "\t// Compute spotlight and apply lighting\n" "\tellipse = (gl_FragCoord.xy-spotEllipse.xy)/spotEllipse.zw;\n" "\tinsideSpot = dot(ellipse,ellipse);\n" "\tif ((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\ttextureMap0;\t\t// complete texture map (fmt 0), 2048x2048 texels\n" "uniform sampler2D\ttextureMap1;\t\t// complete texture map (fmt 1), 2048x2048 texels\n" "uniform sampler2D\ttextureMap2;\t\t// complete texture map (fmt 2), 2048x2048 texels\n" "uniform sampler2D\ttextureMap3;\t\t// complete texture map (fmt 3), 2048x2048 texels\n" "uniform sampler2D\ttextureMap4;\t\t// complete texture map (fmt 4), 2048x2048 texels\n" "uniform sampler2D\ttextureMap5;\t\t// complete texture map (fmt 5), 2048x2048 texels\n" "uniform sampler2D\ttextureMap6;\t\t// complete texture map (fmt 6), 2048x2048 texels\n" "uniform sampler2D\ttextureMap7;\t\t// complete texture map (fmt 7), 2048x2048 texels\n" "uniform vec4\t\tspotEllipse;\t\t// spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height)\n" "uniform vec2\t\tspotRange;\t\t\t// spotlight Z range: .x=start (viewspace coordinates), .y=limit\n" "uniform vec3\t\tspotColor;\t\t\t// spotlight RGB color\n" "uniform vec3\t\tlighting[2];\t\t// lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)\n" "\n" "// Inputs from vertex shader \n" "varying vec4\t\tfsSubTexture;\t// .x=texture X, .y=texture Y, .z=texture width, .w=texture height (all in texels)\n" "varying vec4\t\tfsTexParams;\t// .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\t\tfsTexFormat;\t// T1RGB5 contour texture (if > 0)\n" "varying float\t\tfsTransLevel;\t// translucence level, 0.0 (transparent) to 1.0 (opaque)\n" "varying vec3\t\tfsLightIntensity;\t// lighting intensity \n" "varying float\t\tfsSpecularTerm;\t// specular highlight\n" "varying float\t\tfsFogFactor;\t// fog factor\n" "varying float\t\tfsViewZ;\t\t// 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" " *\t\t= [(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" " * \t\t= [M*((w-1,h-1)-(u,v)%(w,h)) + (1-M)*(u,v)%(w,h) + (x,y)]/(2048,2048)\n" " *\t\twhere 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" "\tvec4\tclampedCoord, mirror, glTexCoord;\n" "\t\n" "\tclampedCoord = mod(texCoord,texSize);\t\t\t\t\t\t// clamp coordinates to within texture size\n" "\tmirror = mirrorEnable * mod(floor(texCoord/texSize),2.0);\t// whether this texel needs to be mirrored\n" "\n" "\tglTexCoord = (\tmirror*(texSize-clampedCoord) +\n" "\t\t\t\t\t(vec4(1.0,1.0,1.0,1.0)-mirror)*clampedCoord +\n" "\t\t\t\t\ttexOffset\n" "\t\t\t\t ) / 2048.0;\n" "\treturn glTexCoord;\n" "}\n" "\n" "/*\n" " * main():\n" " *\n" " * Fragment shader entry point.\n" " */\n" "\n" "void main(void)\n" "{\t\n" "\tvec4\tuv_top, uv_bot, c[4];\n" "\tvec2\tr;\n" "\tvec4\tfragColor;\n" "\tvec2\tellipse;\n" "\tvec3\tlightIntensity;\n" "\tfloat\tinsideSpot;\n" "\tint\t\tx;\n" "\t\n" "\t// Get polygon color for untextured polygons (textured polygons will overwrite)\n" "\tif (fsTexParams.x < 0.5)\n" "\t\tfragColor = gl_Color;\t\t\n" "\telse\n" "\t// Textured polygons: set fragment color to texel value\n" "\t{\t\t\t\n" "\t\t/*\n" "\t\t * Bilinear Filtering\n" "\t\t *\n" "\t\t * In order to get this working on ATI, the number of operations is\n" "\t\t * reduced by putting everything into vec4s. uv_top holds the UV \n" "\t\t * coordinates for the top two texels (.xy=left, .zw=right) and uv_bot\n" "\t\t * is for the lower two.\n" "\t\t */\n" "\n" "\t\t// Compute fractional blending factor, r, and lower left corner of texel 0\n" "\t\tuv_bot.xy = gl_TexCoord[0].st-vec2(0.5,0.5);\t// move into the lower left blending texel \n" "\t\tr = uv_bot.xy-floor(uv_bot.xy);\t\t\t\t\t// fractional part\n" "\t\tuv_bot.xy = floor(uv_bot.xy);\t\t\t\t\t// integral part\n" "\t\t\n" "\t\t// Compute texel coordinates\n" "\t\tuv_bot.xy += vec2(0.5,0.5);\t// offset to center of pixel (should not be needed but it fixes a lot of glitches, esp. on Nvidia)\n" "\t\tuv_bot.zw = uv_bot.xy + vec2(1.0,0.0);\t\t\t// compute coordinates of the other three neighbors\n" "\t\tuv_top = uv_bot + vec4(0.0,1.0,0.0,1.0);\n" "\n" "\t\t// Compute the properly wrapped texel coordinates\n" "\t\tuv_top = WrapTexelCoords(uv_top,vec4(fsSubTexture.xy,fsSubTexture.xy),vec4(fsSubTexture.zw,fsSubTexture.zw), vec4(fsTexParams.zw,fsTexParams.zw));\n" "\t\tuv_bot = WrapTexelCoords(uv_bot,vec4(fsSubTexture.xy,fsSubTexture.xy),vec4(fsSubTexture.zw,fsSubTexture.zw), vec4(fsTexParams.zw,fsTexParams.zw));\n" "\n" "\t\t// Fetch the texels from the texture map that corresponds to the current texture format\n" "\t\tif (fsTexFormat < 0.5f)\t{\n" "\t\t\tc[0]=texture2D(textureMap0, uv_bot.xy); // bottom-left (base texel)\n" "\t\t\tc[1]=texture2D(textureMap0, uv_bot.zw); // bottom-right\n" "\t\t\tc[2]=texture2D(textureMap0, uv_top.xy); // top-left\n" "\t\t\tc[3]=texture2D(textureMap0, uv_top.zw); // top-right\n" "\t\t} else if (fsTexFormat < 1.5f) {\n" " c[0]=texture2D(textureMap1, uv_bot.xy); // bottom-left (base texel)\n" "\t\t\tc[1]=texture2D(textureMap1, uv_bot.zw); // bottom-right\n" "\t\t\tc[2]=texture2D(textureMap1, uv_top.xy); // top-left\n" "\t\t\tc[3]=texture2D(textureMap1, uv_top.zw); // top-right\n" "\t\t} else if (fsTexFormat < 2.5f) {\n" " c[0]=texture2D(textureMap2, uv_bot.xy); // bottom-left (base texel)\n" "\t\t\tc[1]=texture2D(textureMap2, uv_bot.zw); // bottom-right\n" "\t\t\tc[2]=texture2D(textureMap2, uv_top.xy); // top-left\n" "\t\t\tc[3]=texture2D(textureMap2, uv_top.zw); // top-right\n" "\t\t} else if (fsTexFormat < 3.5f) {\n" " c[0]=texture2D(textureMap3, uv_bot.xy); // bottom-left (base texel)\n" "\t\t\tc[1]=texture2D(textureMap3, uv_bot.zw); // bottom-right\n" "\t\t\tc[2]=texture2D(textureMap3, uv_top.xy); // top-left\n" "\t\t\tc[3]=texture2D(textureMap3, uv_top.zw); // top-right\n" "\t\t} else if (fsTexFormat < 4.5f) {\n" " c[0]=texture2D(textureMap4, uv_bot.xy); // bottom-left (base texel)\n" "\t\t\tc[1]=texture2D(textureMap4, uv_bot.zw); // bottom-right\n" "\t\t\tc[2]=texture2D(textureMap4, uv_top.xy); // top-left\n" "\t\t\tc[3]=texture2D(textureMap4, uv_top.zw); // top-right\n" "\t\t} else if (fsTexFormat < 5.5f) {\n" " c[0]=texture2D(textureMap5, uv_bot.xy); // bottom-left (base texel)\n" "\t\t\tc[1]=texture2D(textureMap5, uv_bot.zw); // bottom-right\n" "\t\t\tc[2]=texture2D(textureMap5, uv_top.xy); // top-left\n" "\t\t\tc[3]=texture2D(textureMap5, uv_top.zw); // top-right\n" "\t\t} else if (fsTexFormat < 6.5f) {\n" "\t\t\tc[0]=texture2D(textureMap6, uv_bot.xy); // bottom-left (base texel)\n" "\t\t\tc[1]=texture2D(textureMap6, uv_bot.zw); // bottom-right\n" "\t\t\tc[2]=texture2D(textureMap6, uv_top.xy); // top-left\n" "\t\t\tc[3]=texture2D(textureMap6, uv_top.zw); // top-right\n" "\t\t} else {\n" " c[0]=texture2D(textureMap7, uv_bot.xy); // bottom-left (base texel)\n" "\t\t\tc[1]=texture2D(textureMap7, uv_bot.zw); // bottom-right\n" "\t\t\tc[2]=texture2D(textureMap7, uv_top.xy); // top-left\n" "\t\t\tc[3]=texture2D(textureMap7, uv_top.zw); // top-right\n" "\t\t} \n" "\n" "\t\t// Interpolate texels and blend result with material color to determine final (unlit) fragment color\n" "\t\t// 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" "\t\t// Faster method:\n" "\t\tc[0] += (c[1]-c[0])*r.s;\t\t\t// 2 alu\n" "\t\tc[2] += (c[3]-c[2])*r.s;\t\t\t// 2 alu\n" "\t\tfragColor = c[0]+(c[2]-c[0])*r.t;\t// 2 alu\n" "\t\n" "\t\t/*\n" "\t\t * T1RGB5:\n" "\t\t *\n" "\t\t * The transparency bit determines whether to discard pixels (if set).\n" "\t\t * What is unknown is how this bit behaves when interpolated. OpenGL\n" "\t\t * processes it as an alpha value, so it might concievably be blended\n" "\t\t * with neighbors. Here, an arbitrary threshold is chosen.\n" "\t\t *\n" "\t\t * To-do: blending could probably enabled and this would work even\n" "\t\t * better with a hard threshold.\n" "\t\t *\n" "\t\t * Countour processing also seems to be enabled for RGBA4 textures.\n" "\t\t * When the alpha value is 0.0 (or close), pixels are discarded \n" "\t\t * entirely.\n" "\t\t */\n" "\t\tif (fsTexParams.y > 0.5)\t// contour processing enabled\n" "\t\t{\n" "\t\t\tif (fragColor.a < 0.01)\t// discard anything with alpha == 0\n" "\t\t\t\tdiscard;\n" "\t\t}\n" "\t\t\n" "\t\t// If contour texture and not discarded, force alpha to 1.0 because will later be modified by polygon translucency\n" "\t\tif (fsTexFormat < 0.5)\t\t// contour (T1RGB5) texture map\n" "\t\t\tfragColor.a = 1.0;\n" "\t}\n" "\n" "\t// Compute spotlight and apply lighting\n" "\tellipse = (gl_FragCoord.xy-spotEllipse.xy)/spotEllipse.zw;\n" "\tinsideSpot = dot(ellipse,ellipse);\n" "\tif ((insideSpot <= 1.0) && (fsViewZ>=spotRange.x) && (fsViewZ