mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-27 08:05:41 +00:00
642 lines
17 KiB
C
642 lines
17 KiB
C
#ifndef _R3DSHADERQUADS_H_
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#define _R3DSHADERQUADS_H_
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static const char *vertexShaderR3DQuads = R"glsl(
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#version 410 core
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// uniforms
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uniform float modelScale;
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uniform mat4 modelMat;
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uniform mat4 projMat;
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// attributes
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in vec4 inVertex;
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in vec3 inNormal;
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in vec2 inTexCoord;
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in vec3 inFaceNormal; // used to emulate r3d culling
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in float inFixedShade;
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in vec4 inColour;
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// outputs to geometry shader
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out VS_OUT
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{
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vec3 viewVertex;
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vec3 viewNormal; // per vertex normal vector
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vec2 texCoord;
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float fixedShade;
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vec4 color;
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float discardPoly; // can't have varying bool (glsl spec)
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} vs_out;
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float CalcBackFace(in vec3 viewVertex)
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{
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vec3 vt = viewVertex - vec3(0.0);
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vec3 vn = (mat3(modelMat) * inFaceNormal);
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// dot product of face normal with view direction
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return dot(vt, vn);
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}
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void main(void)
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{
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vs_out.viewVertex = vec3(modelMat * inVertex);
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vs_out.viewNormal = (mat3(modelMat) * inNormal) / modelScale;
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vs_out.discardPoly = CalcBackFace(vs_out.viewVertex);
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vs_out.color = inColour;
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vs_out.texCoord = inTexCoord;
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vs_out.fixedShade = inFixedShade;
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gl_Position = projMat * modelMat * inVertex;
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}
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)glsl";
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static const char *geometryShaderR3DQuads = R"glsl(
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#version 410 core
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layout (lines_adjacency) in;
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layout (triangle_strip, max_vertices = 4) out;
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in VS_OUT
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{
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vec3 viewVertex;
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vec3 viewNormal; // per vertex normal vector
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vec2 texCoord;
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float fixedShade;
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vec4 color;
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float discardPoly; // can't have varying bool (glsl spec)
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} gs_in[4];
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out GS_OUT
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{
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noperspective vec2 v[4];
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noperspective float area[4];
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flat float oneOverW[4];
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//our regular attributes
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flat vec3 viewVertex[4];
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flat vec3 viewNormal[4]; // per vertex normal vector
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flat vec2 texCoord[4];
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flat float fixedShade[4];
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flat vec4 color;
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} gs_out;
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float area(vec2 a, vec2 b)
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{
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return a.x*b.y - a.y*b.x;
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}
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void main(void)
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{
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if(gs_in[0].discardPoly>=0) {
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return; //emulate back face culling here (all vertices in poly have same value)
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}
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int i, j, j_next;
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vec2 v[4];
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for (i=0; i<4; i++) {
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float oneOverW = 1.0 / gl_in[i].gl_Position.w;
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gs_out.oneOverW[i] = oneOverW;
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v[i] = gl_in[i].gl_Position.xy * oneOverW;
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// our regular vertex attribs
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gs_out.viewVertex[i] = gs_in[i].viewVertex * oneOverW;
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gs_out.viewNormal[i] = gs_in[i].viewNormal * oneOverW;
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gs_out.texCoord[i] = gs_in[i].texCoord * oneOverW;
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gs_out.fixedShade[i] = gs_in[i].fixedShade * oneOverW;
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}
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// flat attributes
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gs_out.color = gs_in[0].color;
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for (i=0; i<4; i++) {
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// Mapping of polygon vertex order to triangle strip vertex order.
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//
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// Quad (lines adjacency) Triangle strip
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// vertex order: vertex order:
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//
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// 1----2 1----3
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// | | ===> | \ |
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// | | | \ |
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// 0----3 0----2
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//
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int reorder[4] = int[]( 1, 0, 2, 3 );
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int ii = reorder[i];
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for (j=0; j<4; j++) {
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gs_out.v[j] = v[j] - v[ii];
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}
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for (j=0; j<4; j++) {
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j_next = (j+1) % 4;
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gs_out.area[j] = area(gs_out.v[j], gs_out.v[j_next]);
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}
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gl_Position = gl_in[ii].gl_Position;
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EmitVertex();
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}
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}
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)glsl";
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static const char *fragmentShaderR3DQuads = R"glsl(
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#version 410 core
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uniform sampler2D tex1; // base tex
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uniform sampler2D tex2; // micro tex (optional)
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// texturing
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uniform bool textureEnabled;
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uniform bool microTexture;
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uniform float microTextureScale;
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uniform vec2 baseTexSize;
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uniform bool textureInverted;
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uniform bool textureAlpha;
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uniform bool alphaTest;
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uniform bool discardAlpha;
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uniform ivec2 textureWrapMode;
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// general
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uniform vec3 fogColour;
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uniform vec4 spotEllipse; // spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height)
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uniform vec2 spotRange; // spotlight Z range: .x=start (viewspace coordinates), .y=limit
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uniform vec3 spotColor; // spotlight RGB color
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uniform vec3 spotFogColor; // spotlight RGB color on fog
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uniform vec3 lighting[2]; // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)
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uniform bool lightEnabled; // lighting enabled (1.0) or luminous (0.0), drawn at full intensity
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uniform bool sunClamp; // not used by daytona and la machine guns
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uniform bool intensityClamp; // some games such as daytona and
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uniform bool specularEnabled; // specular enabled
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uniform float specularValue; // specular coefficient
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uniform float shininess; // specular shininess
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uniform float fogIntensity;
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uniform float fogDensity;
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uniform float fogStart;
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uniform float fogAttenuation;
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uniform float fogAmbient;
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uniform bool fixedShading;
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uniform int hardwareStep;
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// test
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uniform mat4 projMat;
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//interpolated inputs from geometry shader
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in GS_OUT
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{
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noperspective vec2 v[4];
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noperspective float area[4];
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flat float oneOverW[4];
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//our regular attributes
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flat vec3 viewVertex[4];
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flat vec3 viewNormal[4]; // per vertex normal vector
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flat vec2 texCoord[4];
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flat float fixedShade[4];
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flat vec4 color;
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} fs_in;
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//our calculated vertex attributes from the above
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vec3 fsViewVertex;
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vec3 fsViewNormal;
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vec2 fsTexCoord;
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float fsFixedShade;
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vec4 fsColor;
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//outputs
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out vec4 outColor;
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void QuadraticInterpolation()
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{
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uint i, i_next, i_prev;
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vec2 s[4];
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float A[4];
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for (i=0; i<4; i++) {
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s[i] = fs_in.v[i];
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A[i] = fs_in.area[i];
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}
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float D[4];
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float r[4];
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for (i=0; i<4; i++) {
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i_next = (i+1)%4;
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D[i] = dot(s[i], s[i_next]);
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r[i] = length(s[i]);
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if (fs_in.oneOverW[i] < 0) { // is w[i] negative?
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r[i] = -r[i];
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}
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}
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float t[4];
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for (i=0; i<4; i++) {
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i_next = (i+1)%4;
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if(A[i]==0.0) t[i] = 0; // check for zero area + div by zero
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else t[i] = (r[i]*r[i_next] - D[i]) / A[i];
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}
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float uSum = 0;
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float u[4];
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for (i=0; i<4; i++) {
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i_prev = (i-1)%4;
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u[i] = (t[i_prev] + t[i]) / r[i];
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uSum += u[i];
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}
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float lambda[4];
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for (i=0; i<4; i++) {
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lambda[i] = u[i] / uSum;
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}
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/* Discard fragments when all the weights are neither all negative nor all positive. */
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int lambdaSignCount = 0;
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for (i=0; i<4; i++) {
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if (fs_in.oneOverW[i] < 0) {
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if (lambda[i] > 0) {
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lambdaSignCount--;
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} else {
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lambdaSignCount++;
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}
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}
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else {
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if (lambda[i] < 0) {
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lambdaSignCount--;
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} else {
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lambdaSignCount++;
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}
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}
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}
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if (abs(lambdaSignCount) != 4) {
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discard; // need to revisit this
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}
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float interp_oneOverW = 0;
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fsViewVertex = vec3(0.0);
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fsViewNormal = vec3(0.0);
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fsTexCoord = vec2(0.0);
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fsFixedShade = 0.0;
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fsColor = fs_in.color;
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for (i=0; i<4; i++) {
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fsViewVertex += lambda[i] * fs_in.viewVertex[i];
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fsViewNormal += lambda[i] * fs_in.viewNormal[i];
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fsTexCoord += lambda[i] * fs_in.texCoord[i];
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fsFixedShade += lambda[i] * fs_in.fixedShade[i];
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interp_oneOverW += lambda[i] * fs_in.oneOverW[i];
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}
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fsViewVertex /= interp_oneOverW;
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fsViewNormal /= interp_oneOverW;
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fsTexCoord /= interp_oneOverW;
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fsFixedShade /= interp_oneOverW;
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vec4 vertex;
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float depth;
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// dirty hack for co-planar polys that really need 100% identical values to depth test correctly
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// the reason we waste cycles and calcute depth value here is because we have run out of vertex attribs
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if(fs_in.oneOverW[0]==fs_in.oneOverW[1] &&
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fs_in.oneOverW[1]==fs_in.oneOverW[2] &&
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fs_in.oneOverW[2]==fs_in.oneOverW[3]) {
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fsViewVertex.z = fs_in.viewVertex[0].z / fs_in.oneOverW[0];
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vertex = projMat * vec4(fsViewVertex,1.0);
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depth = ((vertex.z / vertex.w) + 1.0) / 2.0;
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}
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else {
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vertex = projMat * vec4(fsViewVertex,1.0);
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depth = ((vertex.z * interp_oneOverW) + 1.0) / 2.0;
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}
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gl_FragDepth = depth;
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}
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float mip_map_level(in vec2 texture_coordinate) // in texel units
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{
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vec2 dx_vtc = dFdx(texture_coordinate);
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vec2 dy_vtc = dFdy(texture_coordinate);
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float delta_max_sqr = max(dot(dx_vtc, dx_vtc), dot(dy_vtc, dy_vtc));
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float mml = 0.5 * log2(delta_max_sqr);
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return max( 0, mml );
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}
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float LinearTexLocations(int wrapMode, float size, float u, out float u0, out float u1)
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{
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float texelSize = 1.0 / size;
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float halfTexelSize = 0.5 / size;
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if(wrapMode==0) { // repeat
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u = (u * size) - 0.5;
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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
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u0 = fract(u0);
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u1 = u0 + texelSize;
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u1 = fract(u1);
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return fract(u); // return weight
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}
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else if(wrapMode==1) { // repeat + clamp
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u = fract(u); // must force into 0-1 to start
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u = (u * size) - 0.5;
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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
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u1 = u0 + texelSize;
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if(u0 < 0.0) u0 = 0.0;
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if(u1 >= 1.0) u1 = 1.0 - halfTexelSize;
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return fract(u); // return weight
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}
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else { // mirror + mirror clamp - both are the same since the edge pixels are repeated anyway
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float odd = floor(mod(u, 2.0)); // odd values are mirrored
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if(odd > 0.0) {
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u = 1.0 - fract(u);
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}
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else {
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u = fract(u);
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}
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u = (u * size) - 0.5;
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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
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u1 = u0 + texelSize;
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if(u0 < 0.0) u0 = 0.0;
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if(u1 >= 1.0) u1 = 1.0 - halfTexelSize;
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return fract(u); // return weight
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}
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}
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vec4 texBiLinear(sampler2D texSampler, float level, ivec2 wrapMode, vec2 texSize, vec2 texCoord)
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{
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float tx[2], ty[2];
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float a = LinearTexLocations(wrapMode.s, texSize.x, texCoord.x, tx[0], tx[1]);
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float b = LinearTexLocations(wrapMode.t, texSize.y, texCoord.y, ty[0], ty[1]);
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vec4 p0q0 = textureLod(texSampler, vec2(tx[0],ty[0]), level);
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vec4 p1q0 = textureLod(texSampler, vec2(tx[1],ty[0]), level);
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vec4 p0q1 = textureLod(texSampler, vec2(tx[0],ty[1]), level);
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vec4 p1q1 = textureLod(texSampler, vec2(tx[1],ty[1]), level);
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if(alphaTest) {
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if(p0q0.a > p1q0.a) { p1q0.rgb = p0q0.rgb; }
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if(p0q0.a > p0q1.a) { p0q1.rgb = p0q0.rgb; }
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if(p1q0.a > p0q0.a) { p0q0.rgb = p1q0.rgb; }
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if(p1q0.a > p1q1.a) { p1q1.rgb = p1q0.rgb; }
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if(p0q1.a > p0q0.a) { p0q0.rgb = p0q1.rgb; }
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if(p0q1.a > p1q1.a) { p1q1.rgb = p0q1.rgb; }
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if(p1q1.a > p0q1.a) { p0q1.rgb = p1q1.rgb; }
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if(p1q1.a > p1q0.a) { p1q0.rgb = p1q1.rgb; }
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}
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// Interpolation in X direction.
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vec4 pInterp_q0 = mix( p0q0, p1q0, a ); // Interpolates top row in X direction.
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vec4 pInterp_q1 = mix( p0q1, p1q1, a ); // Interpolates bottom row in X direction.
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return mix( pInterp_q0, pInterp_q1, b ); // Interpolate in Y direction.
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}
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vec4 textureR3D(sampler2D texSampler, ivec2 wrapMode, vec2 texSize, vec2 texCoord)
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{
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float numLevels = floor(log2(min(texSize.x, texSize.y))); // r3d only generates down to 1:1 for square textures, otherwise its the min dimension
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float fLevel = min(mip_map_level(texCoord * texSize), numLevels);
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if(alphaTest) fLevel *= 0.5;
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else fLevel *= 0.8;
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float iLevel = floor(fLevel); // value as an 'int'
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vec2 texSize0 = texSize / pow(2, iLevel);
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vec2 texSize1 = texSize / pow(2, iLevel+1.0);
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vec4 texLevel0 = texBiLinear(texSampler, iLevel, wrapMode, texSize0, texCoord);
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vec4 texLevel1 = texBiLinear(texSampler, iLevel+1.0, wrapMode, texSize1, texCoord);
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return mix(texLevel0, texLevel1, fract(fLevel)); // linear blend between our mipmap levels
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}
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vec4 GetTextureValue()
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{
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vec4 tex1Data = textureR3D(tex1, textureWrapMode, baseTexSize, fsTexCoord);
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if(textureInverted) {
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tex1Data.rgb = vec3(1.0) - vec3(tex1Data.rgb);
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}
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if (microTexture) {
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vec2 scale = (baseTexSize / 128.0) * microTextureScale;
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vec4 tex2Data = textureR3D( tex2, ivec2(0), vec2(128.0), fsTexCoord * scale);
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float lod = mip_map_level(fsTexCoord * scale * vec2(128.0));
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float blendFactor = max(lod - 1.5, 0.0); // bias -1.5
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blendFactor = min(blendFactor, 1.0); // clamp to max value 1
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blendFactor = (blendFactor + 1.0) / 2.0; // 0.5 - 1 range
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tex1Data = mix(tex2Data, tex1Data, blendFactor);
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}
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if (alphaTest) {
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if (tex1Data.a < (32.0/255.0)) {
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discard;
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}
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}
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if(textureAlpha) {
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if(discardAlpha) { // opaque 1st pass
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if (tex1Data.a < 1.0) {
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discard;
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}
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}
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else { // transparent 2nd pass
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if ((tex1Data.a * fsColor.a) >= 1.0) {
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discard;
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}
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}
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}
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if (textureAlpha == false) {
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tex1Data.a = 1.0;
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}
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return tex1Data;
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}
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void Step15Luminous(inout vec4 colour)
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{
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// luminous polys seem to behave very differently on step 1.5 hardware
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// when fixed shading is enabled the colour is modulated by the vp ambient + fixed shade value
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// when disabled it appears to be multiplied by 1.5, presumably to allow a higher range
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if(hardwareStep==0x15) {
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if(!lightEnabled && textureEnabled) {
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if(fixedShading) {
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colour.rgb *= 1.0 + fsFixedShade + lighting[1].y;
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}
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else {
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colour.rgb *= vec3(1.5);
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}
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}
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}
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}
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float CalcFog()
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{
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float z = -fsViewVertex.z;
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float fog = fogIntensity * clamp(fogStart + z * fogDensity, 0.0, 1.0);
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return fog;
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}
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void main()
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{
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vec4 tex1Data;
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vec4 colData;
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vec4 finalData;
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vec4 fogData;
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QuadraticInterpolation(); // calculate our vertex attributes
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fogData = vec4(fogColour.rgb * fogAmbient, CalcFog());
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tex1Data = vec4(1.0, 1.0, 1.0, 1.0);
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|
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if(textureEnabled) {
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tex1Data = GetTextureValue();
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}
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colData = fsColor;
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Step15Luminous(colData); // no-op for step 2.0+
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finalData = tex1Data * colData;
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|
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if (finalData.a < (1.0/16.0)) { // basically chuck out any totally transparent pixels value = 1/16 the smallest transparency level h/w supports
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discard;
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}
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|
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float ellipse;
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ellipse = length((gl_FragCoord.xy - spotEllipse.xy) / spotEllipse.zw);
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ellipse = pow(ellipse, 2.0); // decay rate = square of distance from center
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ellipse = 1.0 - ellipse; // invert
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ellipse = max(0.0, ellipse); // clamp
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|
|
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// Compute spotlight and apply lighting
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|
float enable, absExtent, d, inv_r, range;
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|
|
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// start of spotlight
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enable = step(spotRange.x, -fsViewVertex.z);
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|
|
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if (spotRange.y == 0.0) {
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range = 0.0;
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}
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else {
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absExtent = abs(spotRange.y);
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|
|
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d = spotRange.x + absExtent + fsViewVertex.z;
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d = min(d, 0.0);
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|
|
|
// 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 / pow(d * inv_r - 1.0, 2.0);
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|
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
|
|
if(sunClamp) {
|
|
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 output
|
|
outColor = finalData;
|
|
}
|
|
)glsl";
|
|
|
|
#endif |