pathfinder/resources/shaders/gl3/d3d9/tile.fs.glsl

657 lines
16 KiB
GLSL

#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
#extension GL_GOOGLE_include_directive : enable
precision highp float;
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);
}
vec4 calculateColor(vec2 fragCoord,
sampler2D colorTexture0,
sampler2D maskTexture0,
sampler2D destTexture,
sampler2D gammaLUT,
vec2 colorTextureSize0,
vec2 maskTextureSize0,
vec4 filterParams0,
vec4 filterParams1,
vec4 filterParams2,
vec2 framebufferSize,
int ctrl,
vec3 maskTexCoord0,
vec2 colorTexCoord0,
vec4 baseColor,
int tileCtrl){
int maskCtrl0 =(tileCtrl >> 0)& 0x3;
float maskAlpha = 1.0;
maskAlpha = sampleMask(maskAlpha, maskTexture0, maskTextureSize0, maskTexCoord0, maskCtrl0);
vec4 color = baseColor;
int color0Combine =(ctrl >> 6)&
0x3;
if(color0Combine != 0){
int color0Filter =(ctrl >> 4)& 0x3;
vec4 color0 = filterColor(colorTexCoord0,
colorTexture0,
gammaLUT,
colorTextureSize0,
fragCoord,
framebufferSize,
filterParams0,
filterParams1,
filterParams2,
color0Filter);
color = combineColor0(color, color0, color0Combine);
}
color . a *= maskAlpha;
int compositeOp =(ctrl >> 8)& 0xf;
color = composite(color, destTexture, framebufferSize, fragCoord, compositeOp);
color . rgb *= color . a;
return color;
}
uniform sampler2D uColorTexture0;
uniform sampler2D uMaskTexture0;
uniform sampler2D uDestTexture;
uniform sampler2D uGammaLUT;
uniform vec2 uColorTextureSize0;
uniform vec2 uMaskTextureSize0;
uniform vec2 uFramebufferSize;
in vec3 vMaskTexCoord0;
in vec2 vColorTexCoord0;
in vec4 vBaseColor;
in float vTileCtrl;
in vec4 vFilterParams0;
in vec4 vFilterParams1;
in vec4 vFilterParams2;
in float vCtrl;
out vec4 oFragColor;
void main(){
oFragColor = calculateColor(gl_FragCoord . xy,
uColorTexture0,
uMaskTexture0,
uDestTexture,
uGammaLUT,
uColorTextureSize0,
uMaskTextureSize0,
vFilterParams0,
vFilterParams1,
vFilterParams2,
uFramebufferSize,
int(vCtrl),
vMaskTexCoord0,
vColorTexCoord0,
vBaseColor,
int(vTileCtrl));
}