mirror of
https://github.com/Relintai/pandemonium_engine_minimal.git
synced 2024-11-10 20:12:10 +01:00
197 lines
4.5 KiB
Plaintext
197 lines
4.5 KiB
Plaintext
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/* clang-format off */
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[vertex]
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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precision highp float;
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precision highp int;
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#endif
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attribute highp vec4 vertex_attrib; // attrib:0
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/* clang-format on */
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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attribute vec3 cube_in; // attrib:4
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#else
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attribute vec2 uv_in; // attrib:4
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#endif
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attribute vec2 uv2_in; // attrib:5
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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varying vec3 cube_interp;
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#else
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varying vec2 uv_interp;
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#endif
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varying vec2 uv2_interp;
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// These definitions are here because the shader-wrapper builder does
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// not understand `#elif defined()`
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#ifdef USE_DISPLAY_TRANSFORM
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#endif
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#ifdef USE_COPY_SECTION
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uniform highp vec4 copy_section;
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#elif defined(USE_DISPLAY_TRANSFORM)
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uniform highp mat4 display_transform;
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#endif
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void main() {
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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cube_interp = cube_in;
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#elif defined(USE_ASYM_PANO)
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uv_interp = vertex_attrib.xy;
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#else
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uv_interp = uv_in;
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#endif
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uv2_interp = uv2_in;
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gl_Position = vertex_attrib;
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#ifdef USE_COPY_SECTION
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uv_interp = copy_section.xy + uv_interp * copy_section.zw;
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gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0;
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#elif defined(USE_DISPLAY_TRANSFORM)
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uv_interp = (display_transform * vec4(uv_in, 1.0, 1.0)).xy;
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#endif
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}
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/* clang-format off */
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[fragment]
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#define M_PI 3.14159265359
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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#if defined(USE_HIGHP_PRECISION)
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precision highp float;
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precision highp int;
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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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#endif
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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varying vec3 cube_interp;
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#else
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varying vec2 uv_interp;
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#endif
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/* clang-format on */
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#ifdef USE_ASYM_PANO
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uniform highp mat4 pano_transform;
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uniform highp vec4 asym_proj;
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#endif
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#ifdef USE_CUBEMAP
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uniform samplerCube source_cube; // texunit:0
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#else
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uniform sampler2D source; // texunit:0
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#endif
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#ifdef SEP_CBCR_TEXTURE
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uniform sampler2D CbCr; //texunit:1
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#endif
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varying vec2 uv2_interp;
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#ifdef USE_MULTIPLIER
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uniform float multiplier;
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#endif
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#ifdef USE_CUSTOM_ALPHA
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uniform float custom_alpha;
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#endif
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#if defined(USE_PANORAMA) || defined(USE_ASYM_PANO)
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uniform highp mat4 sky_transform;
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vec4 texturePanorama(sampler2D pano, vec3 normal) {
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vec2 st = vec2(
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atan(normal.x, normal.z),
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acos(normal.y));
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if (st.x < 0.0)
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st.x += M_PI * 2.0;
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st /= vec2(M_PI * 2.0, M_PI);
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return texture2D(pano, st);
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}
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#endif
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void main() {
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#ifdef USE_PANORAMA
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vec3 cube_normal = normalize(cube_interp);
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cube_normal.z = -cube_normal.z;
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cube_normal = mat3(sky_transform) * cube_normal;
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cube_normal.z = -cube_normal.z;
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vec4 color = texturePanorama(source, cube_normal);
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#elif defined(USE_ASYM_PANO)
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// When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result.
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// Asymmetrical projection means the center of projection is no longer in the center of the screen but shifted.
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// The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image.
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vec3 cube_normal;
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cube_normal.z = -1.0;
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cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y;
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cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a;
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cube_normal = mat3(sky_transform) * mat3(pano_transform) * cube_normal;
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cube_normal.z = -cube_normal.z;
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vec4 color = texturePanorama(source, normalize(cube_normal.xyz));
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#elif defined(USE_CUBEMAP)
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vec4 color = textureCube(source_cube, normalize(cube_interp));
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#elif defined(SEP_CBCR_TEXTURE)
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vec4 color;
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color.r = texture2D(source, uv_interp).r;
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color.gb = texture2D(CbCr, uv_interp).rg - vec2(0.5, 0.5);
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color.a = 1.0;
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#else
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vec4 color = texture2D(source, uv_interp);
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#endif
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#ifdef YCBCR_TO_RGB
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// YCbCr -> RGB conversion
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// Using BT.601, which is the standard for SDTV is provided as a reference
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color.rgb = mat3(
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vec3(1.00000, 1.00000, 1.00000),
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vec3(0.00000, -0.34413, 1.77200),
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vec3(1.40200, -0.71414, 0.00000)) *
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color.rgb;
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#endif
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#ifdef USE_NO_ALPHA
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color.a = 1.0;
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#endif
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#ifdef USE_CUSTOM_ALPHA
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color.a = custom_alpha;
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#endif
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#ifdef USE_MULTIPLIER
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color.rgb *= multiplier;
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#endif
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#ifdef OUTPUT_LINEAR
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// sRGB -> linear
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color.rgb = mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), color.rgb * (1.0 / 12.92), vec3(lessThan(color.rgb, vec3(0.04045))));
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#endif
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gl_FragColor = color;
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}
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