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Location: cpp/openttd-patchpack/source/src/table/opengl_shader.h
r28486:aff297ed5a05
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text/x-c
Codechange: Allow constexpr NWidgetPart construction.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 | /*
* This file is part of OpenTTD.
* OpenTTD 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, version 2.
* OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file opengl_shader.h OpenGL shader programs. */
/** Vertex shader that positions a sprite on screen.. */
static const char *_vertex_shader_sprite[] = {
"#version 110\n",
"uniform vec4 sprite;",
"uniform vec2 screen;",
"attribute vec2 position, colour_uv;",
"varying vec2 colour_tex_uv;",
"void main() {",
" vec2 size = sprite.zw / screen.xy;",
" vec2 offset = ((2.0 * sprite.xy + sprite.zw) / screen.xy - 1.0) * vec2(1.0, -1.0);",
" colour_tex_uv = colour_uv;",
" gl_Position = vec4(position * size + offset, 0.0, 1.0);",
"}",
};
/** GLSL 1.50 vertex shader that positions a sprite on screen. */
static const char *_vertex_shader_sprite_150[] = {
"#version 150\n",
"uniform vec4 sprite;",
"uniform vec2 screen;",
"in vec2 position, colour_uv;",
"out vec2 colour_tex_uv;",
"void main() {",
" vec2 size = sprite.zw / screen.xy;",
" vec2 offset = ((2.0 * sprite.xy + sprite.zw) / screen.xy - 1.0) * vec2(1.0, -1.0);",
" colour_tex_uv = colour_uv;",
" gl_Position = vec4(position * size + offset, 0.0, 1.0);",
"}",
};
/** Fragment shader that reads the fragment colour from a 32bpp texture. */
static const char *_frag_shader_direct[] = {
"#version 110\n",
"uniform sampler2D colour_tex;",
"varying vec2 colour_tex_uv;",
"void main() {",
" gl_FragData[0] = texture2D(colour_tex, colour_tex_uv);",
"}",
};
/** GLSL 1.50 fragment shader that reads the fragment colour from a 32bpp texture. */
static const char *_frag_shader_direct_150[] = {
"#version 150\n",
"uniform sampler2D colour_tex;",
"in vec2 colour_tex_uv;",
"out vec4 colour;",
"void main() {",
" colour = texture(colour_tex, colour_tex_uv);",
"}",
};
/** Fragment shader that performs a palette lookup to read the colour from an 8bpp texture. */
static const char *_frag_shader_palette[] = {
"#version 110\n",
"uniform sampler2D colour_tex;",
"uniform sampler1D palette;",
"varying vec2 colour_tex_uv;",
"void main() {",
" float idx = texture2D(colour_tex, colour_tex_uv).r;",
" gl_FragData[0] = texture1D(palette, idx);",
"}",
};
/** GLSL 1.50 fragment shader that performs a palette lookup to read the colour from an 8bpp texture. */
static const char *_frag_shader_palette_150[] = {
"#version 150\n",
"uniform sampler2D colour_tex;",
"uniform sampler1D palette;",
"in vec2 colour_tex_uv;",
"out vec4 colour;",
"void main() {",
" float idx = texture(colour_tex, colour_tex_uv).r;",
" colour = texture(palette, idx);",
"}",
};
/** Fragment shader function for remap brightness modulation. */
static const char *_frag_shader_remap_func = \
"float max3(vec3 v) {"
" return max(max(v.x, v.y), v.z);"
"}"
""
"vec3 adj_brightness(vec3 colour, float brightness) {"
" vec3 adj = colour * (brightness > 0.0 ? brightness / 0.5 : 1.0);"
" vec3 ob_vec = clamp(adj - 1.0, 0.0, 1.0);"
" float ob = (ob_vec.r + ob_vec.g + ob_vec.b) / 2.0;"
""
" return clamp(adj + ob * (1.0 - adj), 0.0, 1.0);"
"}";
/** Fragment shader that performs a palette lookup to read the colour from an 8bpp texture. */
static const char *_frag_shader_rgb_mask_blend[] = {
"#version 110\n",
"#extension GL_ATI_shader_texture_lod: enable\n",
"#extension GL_ARB_shader_texture_lod: enable\n",
"uniform sampler2D colour_tex;",
"uniform sampler1D palette;",
"uniform sampler2D remap_tex;",
"uniform bool rgb;",
"uniform float zoom;",
"varying vec2 colour_tex_uv;",
"",
_frag_shader_remap_func,
"",
"void main() {",
" float idx = texture2DLod(remap_tex, colour_tex_uv, zoom).r;",
" vec4 remap_col = texture1D(palette, idx);",
" vec4 rgb_col = texture2DLod(colour_tex, colour_tex_uv, zoom);",
"",
" gl_FragData[0].a = rgb ? rgb_col.a : remap_col.a;",
" gl_FragData[0].rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
"}",
};
/** GLSL 1.50 fragment shader that performs a palette lookup to read the colour from an 8bpp texture. */
static const char *_frag_shader_rgb_mask_blend_150[] = {
"#version 150\n",
"uniform sampler2D colour_tex;",
"uniform sampler1D palette;",
"uniform sampler2D remap_tex;",
"uniform float zoom;",
"uniform bool rgb;",
"in vec2 colour_tex_uv;",
"out vec4 colour;",
"",
_frag_shader_remap_func,
"",
"void main() {",
" float idx = textureLod(remap_tex, colour_tex_uv, zoom).r;",
" vec4 remap_col = texture(palette, idx);",
" vec4 rgb_col = textureLod(colour_tex, colour_tex_uv, zoom);",
"",
" colour.a = rgb ? rgb_col.a : remap_col.a;",
" colour.rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
"}",
};
/** Fragment shader that performs a palette lookup to read the colour from a sprite texture. */
static const char *_frag_shader_sprite_blend[] = {
"#version 110\n",
"#extension GL_ATI_shader_texture_lod: enable\n",
"#extension GL_ARB_shader_texture_lod: enable\n",
"uniform sampler2D colour_tex;",
"uniform sampler1D palette;",
"uniform sampler2D remap_tex;",
"uniform sampler1D pal;",
"uniform float zoom;",
"uniform bool rgb;",
"uniform bool crash;",
"varying vec2 colour_tex_uv;",
"",
_frag_shader_remap_func,
"",
"void main() {",
" float idx = texture2DLod(remap_tex, colour_tex_uv, zoom).r;",
" float r = texture1D(pal, idx).r;",
" vec4 remap_col = texture1D(palette, idx);",
" vec4 rgb_col = texture2DLod(colour_tex, colour_tex_uv, zoom);",
"",
" if (crash && idx == 0.0) rgb_col.rgb = vec2(dot(rgb_col.rgb, vec3(0.199325561523, 0.391342163085, 0.076004028320)), 0.0).rrr;"
" gl_FragData[0].a = rgb && (r > 0.0 || idx == 0.0) ? rgb_col.a : remap_col.a;",
" gl_FragData[0].rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
"}",
};
/** GLSL 1.50 fragment shader that performs a palette lookup to read the colour from a sprite texture. */
static const char *_frag_shader_sprite_blend_150[] = {
"#version 150\n",
"uniform sampler2D colour_tex;",
"uniform sampler1D palette;",
"uniform sampler2D remap_tex;",
"uniform sampler1D pal;",
"uniform float zoom;",
"uniform bool rgb;",
"uniform bool crash;",
"in vec2 colour_tex_uv;",
"out vec4 colour;",
"",
_frag_shader_remap_func,
"",
"void main() {",
" float idx = textureLod(remap_tex, colour_tex_uv, zoom).r;"
" float r = texture(pal, idx).r;",
" vec4 remap_col = texture(palette, r);",
" vec4 rgb_col = textureLod(colour_tex, colour_tex_uv, zoom);",
"",
" if (crash && idx == 0.0) rgb_col.rgb = vec2(dot(rgb_col.rgb, vec3(0.199325561523, 0.391342163085, 0.076004028320)), 0.0).rrr;"
" colour.a = rgb && (r > 0.0 || idx == 0.0) ? rgb_col.a : remap_col.a;",
" colour.rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
"}",
};
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