Merge pull request #319 from pcwalton/gl4
Add OpenGL 4.3 support to the GL backend, enabling compute shader on non-Metal platforms
This commit is contained in:
commit
371c853370
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@ -143,7 +143,12 @@ enum CustomEvent {
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}
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impl Window for WindowImpl {
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#[cfg(any(not(target_os = "macos"), feature = "pf-gl"))]
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#[cfg(not(target_os = "macos"))]
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fn gl_version(&self) -> GLVersion {
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GLVersion::GL4
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}
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#[cfg(all(target_os = "macos", feature = "pf-gl"))]
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fn gl_version(&self) -> GLVersion {
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GLVersion::GL3
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}
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@ -18,10 +18,11 @@ use gl::types::{GLuint, GLvoid};
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use half::f16;
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use pathfinder_geometry::rect::RectI;
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use pathfinder_geometry::vector::Vector2I;
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use pathfinder_gpu::{BlendFactor, BlendOp, BufferData, BufferTarget, BufferUploadMode, ClearOps, ComputeDimensions, ComputeState};
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use pathfinder_gpu::{DepthFunc, Device, ImageAccess, ImageBinding, Primitive, ProgramKind, RenderOptions, RenderState, RenderTarget};
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use pathfinder_gpu::{ShaderKind, StencilFunc, TextureData, TextureDataRef, TextureFormat};
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use pathfinder_gpu::{TextureSamplingFlags, UniformData, VertexAttrClass};
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use pathfinder_gpu::{BlendFactor, BlendOp, BufferData, BufferTarget, BufferUploadMode, ClearOps};
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use pathfinder_gpu::{ComputeDimensions, ComputeState, DepthFunc, Device, ImageAccess};
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use pathfinder_gpu::{ImageBinding, Primitive, ProgramKind, RenderOptions, RenderState};
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use pathfinder_gpu::{RenderTarget, ShaderKind, StencilFunc, TextureData, TextureDataRef};
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use pathfinder_gpu::{TextureFormat, TextureSamplingFlags, UniformData, VertexAttrClass};
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use pathfinder_gpu::{VertexAttrDescriptor, VertexAttrType};
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use pathfinder_resources::ResourceLoader;
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use pathfinder_simd::default::F32x4;
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@ -68,6 +69,7 @@ impl GLDevice {
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}
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render_state.uniforms.iter().for_each(|(uniform, data)| self.set_uniform(uniform, data));
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self.set_render_options(&render_state.options);
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}
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@ -81,6 +83,10 @@ impl GLDevice {
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}
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compute_state.uniforms.iter().for_each(|(uniform, data)| self.set_uniform(uniform, data));
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for &(storage_buffer, buffer) in compute_state.storage_buffers {
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self.set_storage_buffer(storage_buffer, buffer);
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}
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}
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fn set_render_options(&self, render_options: &RenderOptions) {
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@ -196,6 +202,20 @@ impl GLDevice {
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}
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}
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fn set_storage_buffer(&self, storage_buffer: &GLStorageBuffer, buffer: &GLBuffer) {
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unsafe {
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gl::BindBufferBase(gl::SHADER_STORAGE_BUFFER,
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storage_buffer.location as GLuint,
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buffer.gl_buffer);
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}
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}
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fn unset_storage_buffer(&self, storage_buffer: &GLStorageBuffer) {
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unsafe {
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gl::BindBufferBase(gl::SHADER_STORAGE_BUFFER, storage_buffer.location as GLuint, 0);
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}
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}
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fn reset_render_state(&self, render_state: &RenderState<GLDevice>) {
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self.reset_render_options(&render_state.options);
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for texture_unit in 0..(render_state.textures.len() as u32) {
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@ -207,6 +227,9 @@ impl GLDevice {
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}
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fn reset_compute_state(&self, compute_state: &ComputeState<GLDevice>) {
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for &(storage_buffer, _) in compute_state.storage_buffers {
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self.unset_storage_buffer(storage_buffer);
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}
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for image_unit in 0..(compute_state.images.len() as u32) {
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self.unbind_image(image_unit);
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}
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@ -372,12 +395,7 @@ impl Device for GLDevice {
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}
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}
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match shaders {
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ProgramKind::Raster { vertex: vertex_shader, fragment: fragment_shader } => {
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GLProgram { gl_program, vertex_shader, fragment_shader }
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}
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ProgramKind::Compute(_) => unimplemented!(),
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}
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GLProgram { gl_program, shaders }
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}
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#[inline]
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@ -774,18 +792,28 @@ impl Device for GLDevice {
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}
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#[inline]
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fn create_shader(
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&self,
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resources: &dyn ResourceLoader,
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name: &str,
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kind: ShaderKind,
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) -> Self::Shader {
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fn create_shader(&self, resources: &dyn ResourceLoader, name: &str, kind: ShaderKind)
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-> Self::Shader {
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match (self.version, kind) {
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(GLVersion::GL3, ShaderKind::Compute) | (GLVersion::GLES3, ShaderKind::Compute) => {
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panic!("Compute shaders are not supported on OpenGL versions prior to 4!")
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}
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(GLVersion::GL3, ShaderKind::Vertex) |
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(GLVersion::GL3, ShaderKind::Fragment) |
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(GLVersion::GLES3, ShaderKind::Vertex) |
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(GLVersion::GLES3, ShaderKind::Fragment) |
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(GLVersion::GL4, _) => {}
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}
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let directory = match self.version {
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GLVersion::GL3 | GLVersion::GLES3 => "gl3",
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GLVersion::GL4 => "gl4",
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};
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let suffix = match kind {
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ShaderKind::Vertex => 'v',
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ShaderKind::Fragment => 'f',
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ShaderKind::Compute => 'c',
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};
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let path = format!("shaders/gl3/{}.{}s.glsl", name, suffix);
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let path = format!("shaders/{}/{}.{}s.glsl", directory, name, suffix);
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self.create_shader_from_source(name, &resources.slurp(&path).unwrap(), kind)
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}
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@ -1087,9 +1115,7 @@ pub struct GLStorageBuffer {
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pub struct GLProgram {
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pub gl_program: GLuint,
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#[allow(dead_code)]
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vertex_shader: GLShader,
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#[allow(dead_code)]
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fragment_shader: GLShader,
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shaders: ProgramKind<GLShader>,
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}
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impl Drop for GLProgram {
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@ -1329,7 +1355,7 @@ pub enum GLVersion {
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/// OpenGL ES 3.0+.
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GLES3 = 1,
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/// OpenGL 4.3+, core profile.
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GL4_3 = 2,
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GL4 = 2,
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}
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impl GLVersion {
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@ -1337,7 +1363,7 @@ impl GLVersion {
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match *self {
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GLVersion::GL3 => "330",
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GLVersion::GLES3 => "300 es",
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GLVersion::GL4_3 => "430",
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GLVersion::GL4 => "430",
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}
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}
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}
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@ -0,0 +1,28 @@
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#version {{version}}
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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precision highp float;
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precision highp sampler2D;
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uniform sampler2D uSrc;
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in vec2 vTexCoord;
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out vec4 oFragColor;
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void main(){
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vec4 color = texture(uSrc, vTexCoord);
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oFragColor = vec4(color . rgb * color . a, color . a);
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}
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@ -0,0 +1,30 @@
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#version {{version}}
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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precision highp float;
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precision highp sampler2D;
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in ivec2 aPosition;
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out vec2 vTexCoord;
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void main(){
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vec2 texCoord = vec2(aPosition);
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vTexCoord = texCoord;
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gl_Position = vec4(mix(vec2(- 1.0), vec2(1.0), vec2(aPosition)), 0.0, 1.0);
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}
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@ -0,0 +1,25 @@
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#version {{version}}
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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precision highp float;
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precision highp sampler2D;
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uniform vec4 uColor;
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out vec4 oFragColor;
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void main(){
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oFragColor = vec4(uColor . rgb, 1.0)* uColor . a;
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}
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@ -0,0 +1,26 @@
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#version {{version}}
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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precision highp float;
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precision highp sampler2D;
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uniform vec2 uFramebufferSize;
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in ivec2 aPosition;
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void main(){
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vec2 position = vec2(aPosition)/ uFramebufferSize * 2.0 - 1.0;
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gl_Position = vec4(position . x, - position . y, 0.0, 1.0);
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}
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@ -0,0 +1,29 @@
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#version {{version}}
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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precision highp float;
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precision highp sampler2D;
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uniform sampler2D uTexture;
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uniform vec4 uColor;
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in vec2 vTexCoord;
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out vec4 oFragColor;
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void main(){
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float alpha = texture(uTexture, vTexCoord). r * uColor . a;
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oFragColor = alpha * vec4(uColor . rgb, 1.0);
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}
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@ -0,0 +1,31 @@
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#version {{version}}
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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precision highp float;
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precision highp sampler2D;
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uniform vec2 uFramebufferSize;
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uniform vec2 uTextureSize;
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in ivec2 aPosition;
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in ivec2 aTexCoord;
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out vec2 vTexCoord;
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void main(){
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vTexCoord = vec2(aTexCoord)/ uTextureSize;
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vec2 position = vec2(aPosition)/ uFramebufferSize * 2.0 - 1.0;
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gl_Position = vec4(position . x, - position . y, 0.0, 1.0);
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}
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@ -0,0 +1,29 @@
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#version {{version}}
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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precision highp float;
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precision highp sampler2D;
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uniform vec4 uGroundColor;
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uniform vec4 uGridlineColor;
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in vec2 vTexCoord;
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out vec4 oFragColor;
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void main(){
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vec2 texCoordPx = fract(vTexCoord)/ fwidth(vTexCoord);
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oFragColor = any(lessThanEqual(texCoordPx, vec2(1.0)))? uGridlineColor : uGroundColor;
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}
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@ -0,0 +1,29 @@
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#version {{version}}
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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precision highp float;
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precision highp sampler2D;
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uniform mat4 uTransform;
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uniform int uGridlineCount;
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in ivec2 aPosition;
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out vec2 vTexCoord;
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void main(){
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vTexCoord = vec2(aPosition * uGridlineCount);
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gl_Position = uTransform * vec4(ivec4(aPosition . x, 0, aPosition . y, 1));
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}
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@ -0,0 +1,97 @@
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#version {{version}}
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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#extension GL_GOOGLE_include_directive : enable
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precision highp float;
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precision highp sampler2D;
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vec4 computeCoverage(vec2 from, vec2 to, sampler2D areaLUT){
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vec2 left = from . x < to . x ? from : to, right = from . x < to . x ? to : from;
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vec2 window = clamp(vec2(from . x, to . x), - 0.5, 0.5);
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float offset = mix(window . x, window . y, 0.5)- left . x;
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float t = offset /(right . x - left . x);
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float y = mix(left . y, right . y, t);
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float d =(right . y - left . y)/(right . x - left . x);
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float dX = window . x - window . y;
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return texture(areaLUT, vec2(y + 8.0, abs(d * dX))/ 16.0)* dX;
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}
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layout(local_size_x = 16, local_size_y = 4)in;
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uniform writeonly image2D uDest;
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uniform sampler2D uAreaLUT;
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uniform int uFirstTileIndex;
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layout(std430, binding = 0)buffer bFills {
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restrict readonly uvec2 iFills[];
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};
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layout(std430, binding = 1)buffer bNextFills {
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restrict readonly int iNextFills[];
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};
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layout(std430, binding = 2)buffer bFillTileMap {
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restrict readonly int iFillTileMap[];
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};
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void main(){
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ivec2 tileSubCoord = ivec2(gl_LocalInvocationID . xy)* ivec2(1, 4);
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uint tileIndexOffset = gl_WorkGroupID . z;
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uint tileIndex = tileIndexOffset + uint(uFirstTileIndex);
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int fillIndex = iFillTileMap[tileIndex];
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if(fillIndex < 0)
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return;
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vec4 coverages = vec4(0.0);
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do {
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uvec2 fill = iFills[fillIndex];
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vec2 from = vec2(fill . y & 0xf,(fill . y >> 4u)& 0xf)+
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vec2(fill . x & 0xff,(fill . x >> 8u)& 0xff)/ 256.0;
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vec2 to = vec2((fill . y >> 8u)& 0xf,(fill . y >> 12u)& 0xf)+
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vec2((fill . x >> 16u)& 0xff,(fill . x >> 24u)& 0xff)/ 256.0;
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coverages += computeCoverage(from -(vec2(tileSubCoord)+ vec2(0.5)),
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to -(vec2(tileSubCoord)+ vec2(0.5)),
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uAreaLUT);
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fillIndex = iNextFills[fillIndex];
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} while(fillIndex >= 0);
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ivec2 tileOrigin = ivec2(tileIndex & 0xff,(tileIndex >> 8u)& 0xff)* ivec2(16, 4);
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ivec2 destCoord = tileOrigin + ivec2(gl_LocalInvocationID . xy);
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imageStore(uDest, destCoord, coverages);
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}
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@ -0,0 +1,60 @@
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#version {{version}}
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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#extension GL_GOOGLE_include_directive : enable
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precision highp float;
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precision highp sampler2D;
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vec4 computeCoverage(vec2 from, vec2 to, sampler2D areaLUT){
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vec2 left = from . x < to . x ? from : to, right = from . x < to . x ? to : from;
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vec2 window = clamp(vec2(from . x, to . x), - 0.5, 0.5);
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float offset = mix(window . x, window . y, 0.5)- left . x;
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float t = offset /(right . x - left . x);
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float y = mix(left . y, right . y, t);
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float d =(right . y - left . y)/(right . x - left . x);
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float dX = window . x - window . y;
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return texture(areaLUT, vec2(y + 8.0, abs(d * dX))/ 16.0)* dX;
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}
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uniform sampler2D uAreaLUT;
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in vec2 vFrom;
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in vec2 vTo;
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out vec4 oFragColor;
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void main(){
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oFragColor = computeCoverage(vFrom, vTo, uAreaLUT);
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}
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@ -0,0 +1,68 @@
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#version {{version}}
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
precision highp float;
|
||||
precision highp sampler2D;
|
||||
|
||||
uniform vec2 uFramebufferSize;
|
||||
uniform vec2 uTileSize;
|
||||
|
||||
in uvec2 aTessCoord;
|
||||
in uint aFromPx;
|
||||
in uint aToPx;
|
||||
in vec2 aFromSubpx;
|
||||
in vec2 aToSubpx;
|
||||
in uint aTileIndex;
|
||||
|
||||
out vec2 vFrom;
|
||||
out vec2 vTo;
|
||||
|
||||
vec2 computeTileOffset(uint tileIndex, float stencilTextureWidth){
|
||||
uint tilesPerRow = uint(stencilTextureWidth / uTileSize . x);
|
||||
uvec2 tileOffset = uvec2(tileIndex % tilesPerRow, tileIndex / tilesPerRow);
|
||||
return vec2(tileOffset)* uTileSize * vec2(1.0, 0.25);
|
||||
}
|
||||
|
||||
void main(){
|
||||
vec2 tileOrigin = computeTileOffset(aTileIndex, uFramebufferSize . x);
|
||||
|
||||
vec2 from = vec2(aFromPx & 15u, aFromPx >> 4u)+ aFromSubpx;
|
||||
vec2 to = vec2(aToPx & 15u, aToPx >> 4u)+ aToSubpx;
|
||||
|
||||
vec2 position;
|
||||
if(aTessCoord . x == 0u)
|
||||
position . x = floor(min(from . x, to . x));
|
||||
else
|
||||
position . x = ceil(max(from . x, to . x));
|
||||
if(aTessCoord . y == 0u)
|
||||
position . y = floor(min(from . y, to . y));
|
||||
else
|
||||
position . y = uTileSize . y;
|
||||
position . y = floor(position . y * 0.25);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
vec2 offset = vec2(0.0, 1.5)- position * vec2(1.0, 4.0);
|
||||
vFrom = from + offset;
|
||||
vTo = to + offset;
|
||||
|
||||
vec2 globalPosition =(tileOrigin + position)/ uFramebufferSize * 2.0 - 1.0;
|
||||
|
||||
|
||||
|
||||
gl_Position = vec4(globalPosition, 0.0, 1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,30 @@
|
|||
#version {{version}}
|
||||
// Automatically generated from files in pathfinder/shaders/. Do not edit!
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
precision highp float;
|
||||
precision highp sampler2D;
|
||||
|
||||
uniform mat4 uOldTransform;
|
||||
uniform sampler2D uTexture;
|
||||
|
||||
in vec2 vTexCoord;
|
||||
|
||||
out vec4 oFragColor;
|
||||
|
||||
void main(){
|
||||
vec4 normTexCoord = uOldTransform * vec4(vTexCoord, 0.0, 1.0);
|
||||
vec2 texCoord =((normTexCoord . xy / normTexCoord . w)+ 1.0)* 0.5;
|
||||
oFragColor = texture(uTexture, texCoord);
|
||||
}
|
||||
|
|
@ -0,0 +1,34 @@
|
|||
#version {{version}}
|
||||
// Automatically generated from files in pathfinder/shaders/. Do not edit!
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
precision highp float;
|
||||
precision highp sampler2D;
|
||||
|
||||
uniform mat4 uNewTransform;
|
||||
|
||||
in ivec2 aPosition;
|
||||
|
||||
out vec2 vTexCoord;
|
||||
|
||||
void main(){
|
||||
vec2 position = vec2(aPosition);
|
||||
vTexCoord = position;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
gl_Position = uNewTransform * vec4(position, 0.0, 1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,24 @@
|
|||
#version {{version}}
|
||||
// Automatically generated from files in pathfinder/shaders/. Do not edit!
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
precision highp float;
|
||||
precision highp sampler2D;
|
||||
|
||||
out vec4 oFragColor;
|
||||
|
||||
void main(){
|
||||
|
||||
oFragColor = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,23 @@
|
|||
#version {{version}}
|
||||
// Automatically generated from files in pathfinder/shaders/. Do not edit!
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
precision highp float;
|
||||
precision highp sampler2D;
|
||||
|
||||
in vec3 aPosition;
|
||||
|
||||
void main(){
|
||||
gl_Position = vec4(aPosition, 1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,611 @@
|
|||
#version {{version}}
|
||||
// Automatically generated from files in pathfinder/shaders/. Do not edit!
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
precision highp float;
|
||||
precision highp sampler2D;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
uniform sampler2D uColorTexture0;
|
||||
uniform sampler2D uMaskTexture0;
|
||||
uniform sampler2D uDestTexture;
|
||||
uniform sampler2D uGammaLUT;
|
||||
uniform vec2 uColorTextureSize0;
|
||||
uniform vec2 uMaskTextureSize0;
|
||||
uniform vec4 uFilterParams0;
|
||||
uniform vec4 uFilterParams1;
|
||||
uniform vec4 uFilterParams2;
|
||||
uniform vec2 uFramebufferSize;
|
||||
uniform int uCtrl;
|
||||
|
||||
in vec3 vMaskTexCoord0;
|
||||
in vec2 vColorTexCoord0;
|
||||
in vec4 vBaseColor;
|
||||
in float vTileCtrl;
|
||||
|
||||
out vec4 oFragColor;
|
||||
|
||||
|
||||
|
||||
vec4 sampleColor(sampler2D colorTexture, vec2 colorTexCoord){
|
||||
return texture(colorTexture, colorTexCoord);
|
||||
}
|
||||
|
||||
|
||||
|
||||
vec4 combineColor0(vec4 destColor, vec4 srcColor, int op){
|
||||
switch(op){
|
||||
case 0x1 :
|
||||
return vec4(srcColor . rgb, srcColor . a * destColor . a);
|
||||
case 0x2 :
|
||||
return vec4(destColor . rgb, srcColor . a * destColor . a);
|
||||
}
|
||||
return destColor;
|
||||
}
|
||||
|
||||
|
||||
|
||||
float filterTextSample1Tap(float offset, sampler2D colorTexture, vec2 colorTexCoord){
|
||||
return texture(colorTexture, colorTexCoord + vec2(offset, 0.0)). r;
|
||||
}
|
||||
|
||||
|
||||
void filterTextSample9Tap(out vec4 outAlphaLeft,
|
||||
out float outAlphaCenter,
|
||||
out vec4 outAlphaRight,
|
||||
sampler2D colorTexture,
|
||||
vec2 colorTexCoord,
|
||||
vec4 kernel,
|
||||
float onePixel){
|
||||
bool wide = kernel . x > 0.0;
|
||||
outAlphaLeft =
|
||||
vec4(wide ? filterTextSample1Tap(- 4.0 * onePixel, colorTexture, colorTexCoord): 0.0,
|
||||
filterTextSample1Tap(- 3.0 * onePixel, colorTexture, colorTexCoord),
|
||||
filterTextSample1Tap(- 2.0 * onePixel, colorTexture, colorTexCoord),
|
||||
filterTextSample1Tap(- 1.0 * onePixel, colorTexture, colorTexCoord));
|
||||
outAlphaCenter = filterTextSample1Tap(0.0, colorTexture, colorTexCoord);
|
||||
outAlphaRight =
|
||||
vec4(filterTextSample1Tap(1.0 * onePixel, colorTexture, colorTexCoord),
|
||||
filterTextSample1Tap(2.0 * onePixel, colorTexture, colorTexCoord),
|
||||
filterTextSample1Tap(3.0 * onePixel, colorTexture, colorTexCoord),
|
||||
wide ? filterTextSample1Tap(4.0 * onePixel, colorTexture, colorTexCoord): 0.0);
|
||||
}
|
||||
|
||||
float filterTextConvolve7Tap(vec4 alpha0, vec3 alpha1, vec4 kernel){
|
||||
return dot(alpha0, kernel)+ dot(alpha1, kernel . zyx);
|
||||
}
|
||||
|
||||
float filterTextGammaCorrectChannel(float bgColor, float fgColor, sampler2D gammaLUT){
|
||||
return texture(gammaLUT, vec2(fgColor, 1.0 - bgColor)). r;
|
||||
}
|
||||
|
||||
|
||||
vec3 filterTextGammaCorrect(vec3 bgColor, vec3 fgColor, sampler2D gammaLUT){
|
||||
return vec3(filterTextGammaCorrectChannel(bgColor . r, fgColor . r, gammaLUT),
|
||||
filterTextGammaCorrectChannel(bgColor . g, fgColor . g, gammaLUT),
|
||||
filterTextGammaCorrectChannel(bgColor . b, fgColor . b, gammaLUT));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
vec4 filterText(vec2 colorTexCoord,
|
||||
sampler2D colorTexture,
|
||||
sampler2D gammaLUT,
|
||||
vec2 colorTextureSize,
|
||||
vec4 filterParams0,
|
||||
vec4 filterParams1,
|
||||
vec4 filterParams2){
|
||||
|
||||
vec4 kernel = filterParams0;
|
||||
vec3 bgColor = filterParams1 . rgb;
|
||||
vec3 fgColor = filterParams2 . rgb;
|
||||
bool gammaCorrectionEnabled = filterParams2 . a != 0.0;
|
||||
|
||||
|
||||
vec3 alpha;
|
||||
if(kernel . w == 0.0){
|
||||
alpha = texture(colorTexture, colorTexCoord). rrr;
|
||||
} else {
|
||||
vec4 alphaLeft, alphaRight;
|
||||
float alphaCenter;
|
||||
filterTextSample9Tap(alphaLeft,
|
||||
alphaCenter,
|
||||
alphaRight,
|
||||
colorTexture,
|
||||
colorTexCoord,
|
||||
kernel,
|
||||
1.0 / colorTextureSize . x);
|
||||
|
||||
float r = filterTextConvolve7Tap(alphaLeft, vec3(alphaCenter, alphaRight . xy), kernel);
|
||||
float g = filterTextConvolve7Tap(vec4(alphaLeft . yzw, alphaCenter), alphaRight . xyz, kernel);
|
||||
float b = filterTextConvolve7Tap(vec4(alphaLeft . zw, alphaCenter, alphaRight . x),
|
||||
alphaRight . yzw,
|
||||
kernel);
|
||||
|
||||
alpha = vec3(r, g, b);
|
||||
}
|
||||
|
||||
|
||||
if(gammaCorrectionEnabled)
|
||||
alpha = filterTextGammaCorrect(bgColor, alpha, gammaLUT);
|
||||
|
||||
|
||||
return vec4(mix(bgColor, fgColor, alpha), 1.0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
vec4 filterRadialGradient(vec2 colorTexCoord,
|
||||
sampler2D colorTexture,
|
||||
vec2 colorTextureSize,
|
||||
vec2 fragCoord,
|
||||
vec2 framebufferSize,
|
||||
vec4 filterParams0,
|
||||
vec4 filterParams1){
|
||||
vec2 lineFrom = filterParams0 . xy, lineVector = filterParams0 . zw;
|
||||
vec2 radii = filterParams1 . xy, uvOrigin = filterParams1 . zw;
|
||||
|
||||
vec2 dP = colorTexCoord - lineFrom, dC = lineVector;
|
||||
float dR = radii . y - radii . x;
|
||||
|
||||
float a = dot(dC, dC)- dR * dR;
|
||||
float b = dot(dP, dC)+ radii . x * dR;
|
||||
float c = dot(dP, dP)- radii . x * radii . x;
|
||||
float discrim = b * b - a * c;
|
||||
|
||||
vec4 color = vec4(0.0);
|
||||
if(abs(discrim)>= 0.00001){
|
||||
vec2 ts = vec2(sqrt(discrim)* vec2(1.0, - 1.0)+ vec2(b))/ vec2(a);
|
||||
if(ts . x > ts . y)
|
||||
ts = ts . yx;
|
||||
float t = ts . x >= 0.0 ? ts . x : ts . y;
|
||||
color = texture(colorTexture, uvOrigin + vec2(clamp(t, 0.0, 1.0), 0.0));
|
||||
}
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
vec4 filterBlur(vec2 colorTexCoord,
|
||||
sampler2D colorTexture,
|
||||
vec2 colorTextureSize,
|
||||
vec4 filterParams0,
|
||||
vec4 filterParams1){
|
||||
|
||||
vec2 srcOffsetScale = filterParams0 . xy / colorTextureSize;
|
||||
int support = int(filterParams0 . z);
|
||||
vec3 gaussCoeff = filterParams1 . xyz;
|
||||
|
||||
|
||||
float gaussSum = gaussCoeff . x;
|
||||
vec4 color = texture(colorTexture, colorTexCoord)* gaussCoeff . x;
|
||||
gaussCoeff . xy *= gaussCoeff . yz;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
for(int i = 1;i <= support;i += 2){
|
||||
float gaussPartialSum = gaussCoeff . x;
|
||||
gaussCoeff . xy *= gaussCoeff . yz;
|
||||
gaussPartialSum += gaussCoeff . x;
|
||||
|
||||
vec2 srcOffset = srcOffsetScale *(float(i)+ gaussCoeff . x / gaussPartialSum);
|
||||
color +=(texture(colorTexture, colorTexCoord - srcOffset)+
|
||||
texture(colorTexture, colorTexCoord + srcOffset))* gaussPartialSum;
|
||||
|
||||
gaussSum += 2.0 * gaussPartialSum;
|
||||
gaussCoeff . xy *= gaussCoeff . yz;
|
||||
}
|
||||
|
||||
|
||||
return color / gaussSum;
|
||||
}
|
||||
|
||||
vec4 filterNone(vec2 colorTexCoord, sampler2D colorTexture){
|
||||
return sampleColor(colorTexture, colorTexCoord);
|
||||
}
|
||||
|
||||
vec4 filterColor(vec2 colorTexCoord,
|
||||
sampler2D colorTexture,
|
||||
sampler2D gammaLUT,
|
||||
vec2 colorTextureSize,
|
||||
vec2 fragCoord,
|
||||
vec2 framebufferSize,
|
||||
vec4 filterParams0,
|
||||
vec4 filterParams1,
|
||||
vec4 filterParams2,
|
||||
int colorFilter){
|
||||
switch(colorFilter){
|
||||
case 0x1 :
|
||||
return filterRadialGradient(colorTexCoord,
|
||||
colorTexture,
|
||||
colorTextureSize,
|
||||
fragCoord,
|
||||
framebufferSize,
|
||||
filterParams0,
|
||||
filterParams1);
|
||||
case 0x3 :
|
||||
return filterBlur(colorTexCoord,
|
||||
colorTexture,
|
||||
colorTextureSize,
|
||||
filterParams0,
|
||||
filterParams1);
|
||||
case 0x2 :
|
||||
return filterText(colorTexCoord,
|
||||
colorTexture,
|
||||
gammaLUT,
|
||||
colorTextureSize,
|
||||
filterParams0,
|
||||
filterParams1,
|
||||
filterParams2);
|
||||
}
|
||||
return filterNone(colorTexCoord, colorTexture);
|
||||
}
|
||||
|
||||
|
||||
|
||||
vec3 compositeSelect(bvec3 cond, vec3 ifTrue, vec3 ifFalse){
|
||||
return vec3(cond . x ? ifTrue . x : ifFalse . x,
|
||||
cond . y ? ifTrue . y : ifFalse . y,
|
||||
cond . z ? ifTrue . z : ifFalse . z);
|
||||
}
|
||||
|
||||
float compositeDivide(float num, float denom){
|
||||
return denom != 0.0 ? num / denom : 0.0;
|
||||
}
|
||||
|
||||
vec3 compositeColorDodge(vec3 destColor, vec3 srcColor){
|
||||
bvec3 destZero = equal(destColor, vec3(0.0)), srcOne = equal(srcColor, vec3(1.0));
|
||||
return compositeSelect(destZero,
|
||||
vec3(0.0),
|
||||
compositeSelect(srcOne, vec3(1.0), destColor /(vec3(1.0)- srcColor)));
|
||||
}
|
||||
|
||||
|
||||
vec3 compositeHSLToRGB(vec3 hsl){
|
||||
float a = hsl . y * min(hsl . z, 1.0 - hsl . z);
|
||||
vec3 ks = mod(vec3(0.0, 8.0, 4.0)+ vec3(hsl . x * 1.9098593171027443), 12.0);
|
||||
return hsl . zzz - clamp(min(ks - vec3(3.0), vec3(9.0)- ks), - 1.0, 1.0)* a;
|
||||
}
|
||||
|
||||
|
||||
vec3 compositeRGBToHSL(vec3 rgb){
|
||||
float v = max(max(rgb . r, rgb . g), rgb . b), xMin = min(min(rgb . r, rgb . g), rgb . b);
|
||||
float c = v - xMin, l = mix(xMin, v, 0.5);
|
||||
vec3 terms = rgb . r == v ? vec3(0.0, rgb . gb):
|
||||
rgb . g == v ? vec3(2.0, rgb . br):
|
||||
vec3(4.0, rgb . rg);
|
||||
float h = 1.0471975511965976 * compositeDivide(terms . x * c + terms . y - terms . z, c);
|
||||
float s = compositeDivide(c, v);
|
||||
return vec3(h, s, l);
|
||||
}
|
||||
|
||||
vec3 compositeScreen(vec3 destColor, vec3 srcColor){
|
||||
return destColor + srcColor - destColor * srcColor;
|
||||
}
|
||||
|
||||
vec3 compositeHardLight(vec3 destColor, vec3 srcColor){
|
||||
return compositeSelect(lessThanEqual(srcColor, vec3(0.5)),
|
||||
destColor * vec3(2.0)* srcColor,
|
||||
compositeScreen(destColor, vec3(2.0)* srcColor - vec3(1.0)));
|
||||
}
|
||||
|
||||
vec3 compositeSoftLight(vec3 destColor, vec3 srcColor){
|
||||
vec3 darkenedDestColor =
|
||||
compositeSelect(lessThanEqual(destColor, vec3(0.25)),
|
||||
((vec3(16.0)* destColor - 12.0)* destColor + 4.0)* destColor,
|
||||
sqrt(destColor));
|
||||
vec3 factor = compositeSelect(lessThanEqual(srcColor, vec3(0.5)),
|
||||
destColor *(vec3(1.0)- destColor),
|
||||
darkenedDestColor - destColor);
|
||||
return destColor +(srcColor * 2.0 - 1.0)* factor;
|
||||
}
|
||||
|
||||
vec3 compositeHSL(vec3 destColor, vec3 srcColor, int op){
|
||||
switch(op){
|
||||
case 0xc :
|
||||
return vec3(srcColor . x, destColor . y, destColor . z);
|
||||
case 0xd :
|
||||
return vec3(destColor . x, srcColor . y, destColor . z);
|
||||
case 0xe :
|
||||
return vec3(srcColor . x, srcColor . y, destColor . z);
|
||||
default :
|
||||
return vec3(destColor . x, destColor . y, srcColor . z);
|
||||
}
|
||||
}
|
||||
|
||||
vec3 compositeRGB(vec3 destColor, vec3 srcColor, int op){
|
||||
switch(op){
|
||||
case 0x1 :
|
||||
return destColor * srcColor;
|
||||
case 0x2 :
|
||||
return compositeScreen(destColor, srcColor);
|
||||
case 0x3 :
|
||||
return compositeHardLight(srcColor, destColor);
|
||||
case 0x4 :
|
||||
return min(destColor, srcColor);
|
||||
case 0x5 :
|
||||
return max(destColor, srcColor);
|
||||
case 0x6 :
|
||||
return compositeColorDodge(destColor, srcColor);
|
||||
case 0x7 :
|
||||
return vec3(1.0)- compositeColorDodge(vec3(1.0)- destColor, vec3(1.0)- srcColor);
|
||||
case 0x8 :
|
||||
return compositeHardLight(destColor, srcColor);
|
||||
case 0x9 :
|
||||
return compositeSoftLight(destColor, srcColor);
|
||||
case 0xa :
|
||||
return abs(destColor - srcColor);
|
||||
case 0xb :
|
||||
return destColor + srcColor - vec3(2.0)* destColor * srcColor;
|
||||
case 0xc :
|
||||
case 0xd :
|
||||
case 0xe :
|
||||
case 0xf :
|
||||
return compositeHSLToRGB(compositeHSL(compositeRGBToHSL(destColor),
|
||||
compositeRGBToHSL(srcColor),
|
||||
op));
|
||||
}
|
||||
return srcColor;
|
||||
}
|
||||
|
||||
vec4 composite(vec4 srcColor,
|
||||
sampler2D destTexture,
|
||||
vec2 destTextureSize,
|
||||
vec2 fragCoord,
|
||||
int op){
|
||||
if(op == 0x0)
|
||||
return srcColor;
|
||||
|
||||
|
||||
vec2 destTexCoord = fragCoord / destTextureSize;
|
||||
vec4 destColor = texture(destTexture, destTexCoord);
|
||||
vec3 blendedRGB = compositeRGB(destColor . rgb, srcColor . rgb, op);
|
||||
return vec4(srcColor . a *(1.0 - destColor . a)* srcColor . rgb +
|
||||
srcColor . a * destColor . a * blendedRGB +
|
||||
(1.0 - srcColor . a)* destColor . rgb,
|
||||
1.0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
float sampleMask(float maskAlpha,
|
||||
sampler2D maskTexture,
|
||||
vec2 maskTextureSize,
|
||||
vec3 maskTexCoord,
|
||||
int maskCtrl){
|
||||
if(maskCtrl == 0)
|
||||
return maskAlpha;
|
||||
|
||||
ivec2 maskTexCoordI = ivec2(floor(maskTexCoord . xy));
|
||||
vec4 texel = texture(maskTexture,(vec2(maskTexCoordI / ivec2(1, 4))+ 0.5)/ maskTextureSize);
|
||||
float coverage = texel[maskTexCoordI . y % 4]+ maskTexCoord . z;
|
||||
|
||||
if((maskCtrl & 0x1)!= 0)
|
||||
coverage = abs(coverage);
|
||||
else
|
||||
coverage = 1.0 - abs(1.0 - mod(coverage, 2.0));
|
||||
return min(maskAlpha, coverage);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void calculateColor(int tileCtrl, int ctrl){
|
||||
|
||||
int maskCtrl0 =(tileCtrl >> 0)& 0x3;
|
||||
float maskAlpha = 1.0;
|
||||
maskAlpha = sampleMask(maskAlpha, uMaskTexture0, uMaskTextureSize0, vMaskTexCoord0, maskCtrl0);
|
||||
|
||||
|
||||
vec4 color = vBaseColor;
|
||||
int color0Combine =(ctrl >> 6)&
|
||||
0x3;
|
||||
if(color0Combine != 0){
|
||||
int color0Filter =(ctrl >> 4)& 0x3;
|
||||
vec4 color0 = filterColor(vColorTexCoord0,
|
||||
uColorTexture0,
|
||||
uGammaLUT,
|
||||
uColorTextureSize0,
|
||||
gl_FragCoord . xy,
|
||||
uFramebufferSize,
|
||||
uFilterParams0,
|
||||
uFilterParams1,
|
||||
uFilterParams2,
|
||||
color0Filter);
|
||||
color = combineColor0(color, color0, color0Combine);
|
||||
}
|
||||
|
||||
|
||||
color . a *= maskAlpha;
|
||||
|
||||
|
||||
int compositeOp =(ctrl >> 8)& 0xf;
|
||||
color = composite(color, uDestTexture, uFramebufferSize, gl_FragCoord . xy, compositeOp);
|
||||
|
||||
|
||||
color . rgb *= color . a;
|
||||
oFragColor = color;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void main(){
|
||||
calculateColor(int(vTileCtrl), uCtrl);
|
||||
}
|
||||
|
|
@ -0,0 +1,56 @@
|
|||
#version {{version}}
|
||||
// Automatically generated from files in pathfinder/shaders/. Do not edit!
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
precision highp float;
|
||||
precision highp sampler2D;
|
||||
|
||||
uniform mat4 uTransform;
|
||||
uniform vec2 uTileSize;
|
||||
uniform sampler2D uTextureMetadata;
|
||||
uniform ivec2 uTextureMetadataSize;
|
||||
|
||||
in ivec2 aTileOffset;
|
||||
in ivec2 aTileOrigin;
|
||||
in uvec2 aMaskTexCoord0;
|
||||
in ivec2 aMaskBackdrop;
|
||||
in int aColor;
|
||||
in int aTileCtrl;
|
||||
|
||||
out vec3 vMaskTexCoord0;
|
||||
out vec2 vColorTexCoord0;
|
||||
out vec4 vBaseColor;
|
||||
out float vTileCtrl;
|
||||
|
||||
void main(){
|
||||
vec2 tileOrigin = vec2(aTileOrigin), tileOffset = vec2(aTileOffset);
|
||||
vec2 position =(tileOrigin + tileOffset)* uTileSize;
|
||||
|
||||
vec2 maskTexCoord0 =(vec2(aMaskTexCoord0)+ tileOffset)* uTileSize;
|
||||
|
||||
vec2 textureMetadataScale = vec2(1.0)/ vec2(uTextureMetadataSize);
|
||||
vec2 metadataEntryCoord = vec2(aColor % 128 * 4, aColor / 128);
|
||||
vec2 colorTexMatrix0Coord =(metadataEntryCoord + vec2(0.5, 0.5))* textureMetadataScale;
|
||||
vec2 colorTexOffsetsCoord =(metadataEntryCoord + vec2(1.5, 0.5))* textureMetadataScale;
|
||||
vec2 baseColorCoord =(metadataEntryCoord + vec2(2.5, 0.5))* textureMetadataScale;
|
||||
vec4 colorTexMatrix0 = texture(uTextureMetadata, colorTexMatrix0Coord);
|
||||
vec4 colorTexOffsets = texture(uTextureMetadata, colorTexOffsetsCoord);
|
||||
vec4 baseColor = texture(uTextureMetadata, baseColorCoord);
|
||||
|
||||
vColorTexCoord0 = mat2(colorTexMatrix0)* position + colorTexOffsets . xy;
|
||||
vMaskTexCoord0 = vec3(maskTexCoord0, float(aMaskBackdrop . x));
|
||||
vBaseColor = baseColor;
|
||||
vTileCtrl = float(aTileCtrl);
|
||||
gl_Position = uTransform * vec4(position, 0.0, 1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,28 @@
|
|||
#version {{version}}
|
||||
// Automatically generated from files in pathfinder/shaders/. Do not edit!
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
precision highp float;
|
||||
precision highp sampler2D;
|
||||
|
||||
uniform sampler2D uSrc;
|
||||
|
||||
in vec2 vTexCoord;
|
||||
in float vBackdrop;
|
||||
|
||||
out vec4 oFragColor;
|
||||
|
||||
void main(){
|
||||
oFragColor = clamp(abs(texture(uSrc, vTexCoord)+ vBackdrop), 0.0, 1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,33 @@
|
|||
#version {{version}}
|
||||
// Automatically generated from files in pathfinder/shaders/. Do not edit!
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
precision highp float;
|
||||
precision highp sampler2D;
|
||||
|
||||
in ivec2 aTileOffset;
|
||||
in ivec2 aDestTileOrigin;
|
||||
in ivec2 aSrcTileOrigin;
|
||||
in int aSrcBackdrop;
|
||||
|
||||
out vec2 vTexCoord;
|
||||
out float vBackdrop;
|
||||
|
||||
void main(){
|
||||
vec2 destPosition = vec2(aDestTileOrigin + aTileOffset)/ vec2(256.0);
|
||||
vec2 srcPosition = vec2(aSrcTileOrigin + aTileOffset)/ vec2(256.0);
|
||||
vTexCoord = srcPosition;
|
||||
vBackdrop = float(aSrcBackdrop);
|
||||
gl_Position = vec4(mix(vec2(- 1.0), vec2(1.0), destPosition), 0.0, 1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,27 @@
|
|||
#version {{version}}
|
||||
// Automatically generated from files in pathfinder/shaders/. Do not edit!
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
precision highp float;
|
||||
precision highp sampler2D;
|
||||
|
||||
uniform vec2 uFramebufferSize;
|
||||
uniform sampler2D uSrc;
|
||||
|
||||
out vec4 oFragColor;
|
||||
|
||||
void main(){
|
||||
vec2 texCoord = gl_FragCoord . xy / uFramebufferSize;
|
||||
oFragColor = texture(uSrc, texCoord);
|
||||
}
|
||||
|
|
@ -0,0 +1,27 @@
|
|||
#version {{version}}
|
||||
// Automatically generated from files in pathfinder/shaders/. Do not edit!
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
precision highp float;
|
||||
precision highp sampler2D;
|
||||
|
||||
uniform mat4 uTransform;
|
||||
uniform vec2 uTileSize;
|
||||
|
||||
in ivec2 aTilePosition;
|
||||
|
||||
void main(){
|
||||
vec2 position = vec2(aTilePosition)* uTileSize;
|
||||
gl_Position = uTransform * vec4(position, 0.0, 1.0);
|
||||
}
|
||||
|
|
@ -6,8 +6,6 @@
|
|||
|
||||
using namespace metal;
|
||||
|
||||
constant float3 _1042 = {};
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float4 oFragColor [[color(0)]];
|
||||
|
|
|
@ -35,14 +35,16 @@ INCLUDES=\
|
|||
|
||||
OUT=\
|
||||
$(SHADERS:%=$(TARGET_DIR)/gl3/%) \
|
||||
$(SHADERS:%=$(TARGET_DIR)/gl4/%) \
|
||||
$(SHADERS:%.glsl=$(TARGET_DIR)/metal/%.metal) \
|
||||
$(SHADERS:%.glsl=build/metal/%.spv) \
|
||||
$(COMPUTE_SHADERS:%=$(TARGET_DIR)/gl4/%) \
|
||||
$(COMPUTE_SHADERS:%.glsl=$(TARGET_DIR)/metal/%.metal) \
|
||||
$(COMPUTE_SHADERS:%.glsl=build/metal/%.spv) \
|
||||
$(EMPTY)
|
||||
|
||||
GLSL_VERSION=330
|
||||
GLSL_COMPUTE_VERSION=430
|
||||
GLSL_3_VERSION=330
|
||||
GLSL_4_VERSION=430
|
||||
GLSLANGFLAGS=--auto-map-locations -I.
|
||||
GLSLANGFLAGS_METAL=$(GLSLANGFLAGS) -DPF_ORIGIN_UPPER_LEFT=1
|
||||
|
||||
|
@ -52,7 +54,7 @@ SPIRVCROSSFLAGS=--msl --msl-version 020100
|
|||
GLSL_VERSION_HEADER="\#version {{version}}"
|
||||
HEADER="// Automatically generated from files in pathfinder/shaders/. Do not edit!"
|
||||
|
||||
GLSL_SED_ARGS=-e "s/\#version 330//" -e "s/\#line.*$$//"
|
||||
GLSL_SED_ARGS=-e "s/\#version .*//" -e "s/\#line.*$$//"
|
||||
|
||||
all: $(OUT)
|
||||
|
||||
|
@ -67,14 +69,23 @@ build/metal/%.fs.spv: %.fs.glsl $(INCLUDES)
|
|||
$(TARGET_DIR)/gl3/%.fs.glsl: %.fs.glsl $(INCLUDES)
|
||||
mkdir -p $(TARGET_DIR)/gl3 && echo $(GLSL_VERSION_HEADER) > $@ && echo $(HEADER) >> $@ && ( glslangValidator $(GLSLANGFLAGS) -S frag -E $< | sed $(GLSL_SED_ARGS) >> $@ ) || ( rm $@ && exit 1 )
|
||||
|
||||
$(TARGET_DIR)/gl4/%.fs.glsl: %.fs.glsl $(INCLUDES)
|
||||
mkdir -p $(TARGET_DIR)/gl4 && echo $(GLSL_VERSION_HEADER) > $@ && echo $(HEADER) >> $@ && ( glslangValidator $(GLSLANGFLAGS) -S frag -E $< | sed $(GLSL_SED_ARGS) >> $@ ) || ( rm $@ && exit 1 )
|
||||
|
||||
build/metal/%.vs.spv: %.vs.glsl $(INCLUDES)
|
||||
mkdir -p build/metal && glslangValidator $(GLSLANGFLAGS_METAL) -G$(GLSL_VERSION) -S vert -o $@ $<
|
||||
|
||||
$(TARGET_DIR)/gl3/%.vs.glsl: %.vs.glsl $(INCLUDES)
|
||||
mkdir -p $(TARGET_DIR)/gl3 && echo $(GLSL_VERSION_HEADER) > $@ && echo $(HEADER) >> $@ && ( glslangValidator $(GLSLANGFLAGS) -S vert -E $< | sed $(GLSL_SED_ARGS) >> $@ ) || ( rm $@ && exit 1 )
|
||||
|
||||
$(TARGET_DIR)/gl4/%.vs.glsl: %.vs.glsl $(INCLUDES)
|
||||
mkdir -p $(TARGET_DIR)/gl3 && echo $(GLSL_VERSION_HEADER) > $@ && echo $(HEADER) >> $@ && ( glslangValidator $(GLSLANGFLAGS) -S vert -E $< | sed $(GLSL_SED_ARGS) >> $@ ) || ( rm $@ && exit 1 )
|
||||
|
||||
build/metal/%.cs.spv: %.cs.glsl $(INCLUDES)
|
||||
mkdir -p build/metal && glslangValidator $(GLSLANGFLAGS_METAL) -G$(GLSL_COMPUTE_VERSION) -S comp -o $@ $<
|
||||
|
||||
$(TARGET_DIR)/gl4/%.cs.glsl: %.cs.glsl $(INCLUDES)
|
||||
mkdir -p $(TARGET_DIR)/gl4 && echo $(GLSL_VERSION_HEADER) > $@ && echo $(HEADER) >> $@ && ( glslangValidator $(GLSLANGFLAGS) -S vert -E $< | sed $(GLSL_SED_ARGS) >> $@ ) || ( rm $@ && exit 1 )
|
||||
|
||||
$(TARGET_DIR)/metal/%.metal: build/metal/%.spv
|
||||
mkdir -p $(TARGET_DIR)/metal && echo $(HEADER) > $@ && ( $(SPIRVCROSS) $(SPIRVCROSSFLAGS) $< | sed $(METAL_SED_ARGS) >> $@ ) || ( rm $@ && exit 1 )
|
||||
mkdir -p $(TARGET_DIR)/metal && echo $(HEADER) > $@ && ( $(SPIRVCROSS) $(SPIRVCROSSFLAGS) $< >> $@ ) || ( rm $@ && exit 1 )
|
||||
|
|
Loading…
Reference in New Issue