eac4c984df
This commit adds a new rendering backend, GLES2, and adds a project setting to enable it. Currently this backend can only be used on the X11 platform, but integrating into other platforms is planned.
141 lines
2.3 KiB
GLSL
141 lines
2.3 KiB
GLSL
[vertex]
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#ifdef USE_GLES_OVER_GL
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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uniform highp mat4 projection_matrix;
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uniform highp mat4 modelview_matrix;
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uniform highp mat4 extra_matrix;
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attribute highp vec2 vertex; // attrib:0
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attribute vec4 color_attrib; // attrib:3
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attribute vec2 uv_attrib; // attrib:4
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varying vec2 uv_interp;
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varying vec4 color_interp;
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uniform highp vec2 color_texpixel_size;
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#ifdef USE_TEXTURE_RECT
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uniform vec4 dst_rect;
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uniform vec4 src_rect;
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#endif
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uniform bool blit_pass;
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VERTEX_SHADER_GLOBALS
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vec2 select(vec2 a, vec2 b, bvec2 c) {
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vec2 ret;
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ret.x = c.x ? b.x : a.x;
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ret.y = c.y ? b.y : a.y;
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return ret;
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}
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void main() {
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vec4 color = color_attrib;
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#ifdef USE_TEXTURE_RECT
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if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z
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uv_interp = src_rect.xy + abs(src_rect.zw) * vertex.yx;
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} else {
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uv_interp = src_rect.xy + abs(src_rect.zw) * vertex;
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}
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vec4 outvec = vec4(0.0, 0.0, 0.0, 1.0);
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// This is what is done in the GLES 3 bindings and should
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// take care of flipped rects.
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//
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// But it doesn't.
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// I don't know why, will need to investigate further.
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outvec.xy = dst_rect.xy + abs(dst_rect.zw) * select(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0)));
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// outvec.xy = dst_rect.xy + abs(dst_rect.zw) * vertex;
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#else
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vec4 outvec = vec4(vertex.xy, 0.0, 1.0);
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#ifdef USE_UV_ATTRIBUTE
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uv_interp = uv_attrib;
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#else
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uv_interp = vertex.xy;
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#endif
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#endif
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{
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vec2 src_vtx=outvec.xy;
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VERTEX_SHADER_CODE
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}
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color_interp = color;
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gl_Position = projection_matrix * modelview_matrix * outvec;
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}
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[fragment]
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#ifdef USE_GLES_OVER_GL
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D color_texture; // texunit:0
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uniform highp vec2 color_texpixel_size;
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uniform mediump sampler2D normal_texture; // texunit:1
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varying mediump vec2 uv_interp;
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varying mediump vec4 color_interp;
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uniform bool blit_pass;
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uniform vec4 final_modulate;
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#ifdef SCREEN_TEXTURE_USED
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uniform sampler2D screen_texture; // texunit:2
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#endif
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#ifdef SCREEN_UV_USED
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uniform vec2 screen_pixel_size;
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#endif
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FRAGMENT_SHADER_GLOBALS
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void main() {
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vec4 color = color_interp;
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color *= texture2D(color_texture, uv_interp);
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{
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FRAGMENT_SHADER_CODE
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}
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color *= final_modulate;
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gl_FragColor = color;
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}
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