mirror of
https://github.com/RetroDECK/Supermodel.git
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143 lines
5.1 KiB
GLSL
143 lines
5.1 KiB
GLSL
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* Fragment_NoSpotlight.glsl
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*
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* Fragment shader for 3D rendering. Spotlight effect removed. Fixes fragment
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* shader link errors on older ATI Radeon GPUs.
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*
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* To load external fragment shaders, use the -frag-shader=<file> option when
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* starting Supermodel.
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*/
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#version 120
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// Global uniforms
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uniform sampler2D textureMap; // complete texture map, 2048x2048 texels
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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 float mapSize; // texture map size (2048,4096,6144 etc)
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// Inputs from vertex shader
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varying vec4 fsSubTexture; // .x=texture X, .y=texture Y, .z=texture width, .w=texture height (all in texels)
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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
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varying float fsTexFormat; // .x=T1RGB5 contour texture (if > 0)
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varying float fsTransLevel; // translucence level, 0.0 (transparent) to 1.0 (opaque)
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varying vec3 fsLightIntensity; // lighting intensity
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varying float fsFogFactor; // fog factor
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varying float fsViewZ; // Z distance to fragment from viewpoint at origin
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/*
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* WrapTexelCoords():
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*
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* Computes the normalized OpenGL S,T coordinates within the 2048x2048 texture
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* sheet, taking into account wrapping behavior.
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*
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* Computing normalized OpenGL texture coordinates (0 to 1) within the
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* Real3D texture sheet:
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*
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* If the texture is not mirrored, we simply have to clamp the
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* coordinates to fit within the texture dimensions, add the texture
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* X, Y position to select the appropriate one, and normalize by 2048
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* (the dimensions of the Real3D texture sheet).
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*
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* = [(u,v)%(w,h)+(x,y)]/(2048,2048)
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*
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* If mirroring is enabled, textures are mirrored every odd multiple of
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* the original texture. To detect whether we are in an odd multiple,
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* simply divide the coordinate by the texture dimension and check
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* whether the result is odd. Then, clamp the coordinates as before but
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* subtract from the last texel to mirror them:
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*
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* = [M*((w-1,h-1)-(u,v)%(w,h)) + (1-M)*(u,v)%(w,h) + (x,y)]/(2048,2048)
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* where M is 1.0 if the texture must be mirrored.
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*
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* As an optimization, this function computes TWO texture coordinates
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* simultaneously. The first is texCoord.xy, the second is in .zw. The other
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* parameters must have .xy = .zw.
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*/
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vec4 WrapTexelCoords(vec4 texCoord, vec4 texOffset, vec4 texSize, vec4 mirrorEnable)
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{
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vec4 clampedCoord, mirror, glTexCoord;
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clampedCoord = mod(texCoord,texSize); // clamp coordinates to within texture size
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mirror = mirrorEnable * mod(floor(texCoord/texSize),2.0); // whether this texel needs to be mirrored
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glTexCoord = ( mirror*(texSize-clampedCoord) +
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(vec4(1.0,1.0,1.0,1.0)-mirror)*clampedCoord +
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texOffset
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) / mapSize;
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/*
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glTexCoord = ( mirror*(texSize-vec4(1.0,1.0,1.0,1.0)-clampedCoord) +
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(vec4(1.0,1.0,1.0,1.0)-mirror)*clampedCoord +
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texOffset
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) / mapSize;
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*/
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return glTexCoord;
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}
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/*
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* main():
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*
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* Fragment shader entry point.
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*/
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void main(void)
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{
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vec4 uv_top, uv_bot, c[4];
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vec2 r;
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vec4 fragColor;
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vec2 ellipse;
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vec3 lightIntensity;
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float insideSpot;
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// Get polygon color for untextured polygons (textured polygons will overwrite)
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if (fsTexParams.x < 0.5)
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fragColor = gl_Color;
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else
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// Textured polygons: set fragment color to texel value
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{
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fragColor = texture2D(textureMap,(fsSubTexture.xy+fsSubTexture.zw/2.0)/mapSize);
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//fragColor += texture2D(textureMap,(fsSubTexture.xy+fsSubTexture.zw)/mapSize);
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}
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// Compute spotlight and apply lighting
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ellipse = (gl_FragCoord.xy-spotEllipse.xy)/spotEllipse.zw;
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insideSpot = dot(ellipse,ellipse);
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if ((insideSpot <= 1.0) && (fsViewZ>=spotRange.x) && (fsViewZ<spotRange.y))
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lightIntensity = fsLightIntensity+(1.0-insideSpot)*spotColor;
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else
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lightIntensity = fsLightIntensity;
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fragColor.rgb *= lightIntensity;
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// Translucency (modulates existing alpha channel for RGBA4 texels)
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fragColor.a *= fsTransLevel;
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// Apply fog under the control of fog factor setting from polygon header
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fragColor.rgb = mix(gl_Fog.color.rgb, fragColor.rgb, fsFogFactor );
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// Store final color
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gl_FragColor = fragColor;
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}
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