forked from Ports/perfect_dark
Merge pull request #484 from MaikelChan/three_point_2
Three point mode and shader fixes
This commit is contained in:
2 files changed
+117
-145
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+116
-145
@@ -55,7 +55,7 @@ static std::vector<Framebuffer> framebuffers;
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static size_t current_framebuffer;
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static float current_noise_scale;
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static FilteringMode current_filter_mode = FILTER_LINEAR;
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static bool current_linear_filters[2] = {false, false};
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static bool current_textures_linear_filter[2] = {false, false};
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static GLenum gl_mirror_clamp = GL_MIRROR_CLAMP_TO_EDGE;
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@@ -97,10 +97,10 @@ static void gfx_opengl_set_uniforms(struct ShaderProgram* prg) {
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glUniform1f(prg->noise_scale_location, current_noise_scale);
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}
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if (prg->three_point_filter_locations[0] >= 0) {
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glUniform1i(prg->three_point_filter_locations[0], current_linear_filters[0]);
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glUniform1i(prg->three_point_filter_locations[0], current_textures_linear_filter[0]);
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}
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if (prg->three_point_filter_locations[1] >= 0) {
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glUniform1i(prg->three_point_filter_locations[1], current_linear_filters[1]);
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glUniform1i(prg->three_point_filter_locations[1], current_textures_linear_filter[1]);
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}
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}
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@@ -242,138 +242,114 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
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size_t num_floats = 4;
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// Vertex shader
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#ifdef __APPLE__
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append_line(vs_buf, &vs_len, "#version 410 core");
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append_line(vs_buf, &vs_len, "in vec4 aVtxPos;");
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append_line(vs_buf, &vs_len, "#define INPUT in");
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append_line(vs_buf, &vs_len, "#define OUTPUT out");
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#else
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append_line(vs_buf, &vs_len, "#version 110");
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append_line(vs_buf, &vs_len, "attribute vec4 aVtxPos;");
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append_line(vs_buf, &vs_len, "#define INPUT attribute");
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append_line(vs_buf, &vs_len, "#define OUTPUT varying");
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#endif
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append_line(vs_buf, &vs_len, "INPUT vec4 aVtxPos;");
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for (int i = 0; i < 2; i++) {
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if (cc_features.used_textures[i]) {
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#ifdef __APPLE__
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vs_len += sprintf(vs_buf + vs_len, "in vec2 aTexCoord%d;\n", i);
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vs_len += sprintf(vs_buf + vs_len, "out vec2 vTexCoord%d;\n", i);
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#else
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vs_len += sprintf(vs_buf + vs_len, "attribute vec2 aTexCoord%d;\n", i);
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vs_len += sprintf(vs_buf + vs_len, "varying vec2 vTexCoord%d;\n", i);
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#endif
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vs_len += sprintf(vs_buf + vs_len, "INPUT vec2 aTexCoord%d;\n", i);
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vs_len += sprintf(vs_buf + vs_len, "OUTPUT vec2 vTexCoord%d;\n", i);
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num_floats += 2;
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for (int j = 0; j < 2; j++) {
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if (cc_features.clamp[i][j]) {
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#ifdef __APPLE__
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vs_len += sprintf(vs_buf + vs_len, "in float aTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
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vs_len += sprintf(vs_buf + vs_len, "out float vTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
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#else
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vs_len += sprintf(vs_buf + vs_len, "attribute float aTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
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vs_len += sprintf(vs_buf + vs_len, "varying float vTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
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#endif
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vs_len += sprintf(vs_buf + vs_len, "INPUT float aTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
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vs_len += sprintf(vs_buf + vs_len, "OUTPUT float vTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
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num_floats += 1;
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}
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}
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}
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}
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if (cc_features.opt_fog) {
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#ifdef __APPLE__
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append_line(vs_buf, &vs_len, "in vec4 aFog;");
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append_line(vs_buf, &vs_len, "out vec4 vFog;");
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#else
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append_line(vs_buf, &vs_len, "attribute vec4 aFog;");
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append_line(vs_buf, &vs_len, "varying vec4 vFog;");
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#endif
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append_line(vs_buf, &vs_len, "INPUT vec4 aFog;");
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append_line(vs_buf, &vs_len, "OUTPUT vec4 vFog;");
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num_floats += 4;
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}
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if (cc_features.opt_grayscale) {
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#ifdef __APPLE__
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append_line(vs_buf, &vs_len, "in vec4 aGrayscaleColor;");
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append_line(vs_buf, &vs_len, "out vec4 vGrayscaleColor;");
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#else
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append_line(vs_buf, &vs_len, "attribute vec4 aGrayscaleColor;");
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append_line(vs_buf, &vs_len, "varying vec4 vGrayscaleColor;");
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#endif
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append_line(vs_buf, &vs_len, "INPUT vec4 aGrayscaleColor;");
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append_line(vs_buf, &vs_len, "OUTPUT vec4 vGrayscaleColor;");
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num_floats += 4;
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}
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for (int i = 0; i < cc_features.num_inputs; i++) {
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#ifdef __APPLE__
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vs_len += sprintf(vs_buf + vs_len, "in vec%d aInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
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vs_len += sprintf(vs_buf + vs_len, "out vec%d vInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
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#else
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vs_len += sprintf(vs_buf + vs_len, "attribute vec%d aInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
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vs_len += sprintf(vs_buf + vs_len, "varying vec%d vInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
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#endif
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vs_len += sprintf(vs_buf + vs_len, "INPUT vec%d aInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
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vs_len += sprintf(vs_buf + vs_len, "OUTPUT vec%d vInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
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num_floats += cc_features.opt_alpha ? 4 : 3;
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}
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append_line(vs_buf, &vs_len, "void main() {");
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for (int i = 0; i < 2; i++) {
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if (cc_features.used_textures[i]) {
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vs_len += sprintf(vs_buf + vs_len, "vTexCoord%d = aTexCoord%d;\n", i, i);
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vs_len += sprintf(vs_buf + vs_len, " vTexCoord%d = aTexCoord%d;\n", i, i);
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for (int j = 0; j < 2; j++) {
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if (cc_features.clamp[i][j]) {
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vs_len += sprintf(vs_buf + vs_len, "vTexClamp%s%d = aTexClamp%s%d;\n", j == 0 ? "S" : "T", i,
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vs_len += sprintf(vs_buf + vs_len, " vTexClamp%s%d = aTexClamp%s%d;\n", j == 0 ? "S" : "T", i,
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j == 0 ? "S" : "T", i);
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}
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}
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}
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}
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if (cc_features.opt_fog) {
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append_line(vs_buf, &vs_len, "vFog = aFog;");
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append_line(vs_buf, &vs_len, " vFog = aFog;");
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}
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if (cc_features.opt_grayscale) {
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append_line(vs_buf, &vs_len, "vGrayscaleColor = aGrayscaleColor;");
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append_line(vs_buf, &vs_len, " vGrayscaleColor = aGrayscaleColor;");
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}
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for (int i = 0; i < cc_features.num_inputs; i++) {
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vs_len += sprintf(vs_buf + vs_len, "vInput%d = aInput%d;\n", i + 1, i + 1);
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vs_len += sprintf(vs_buf + vs_len, " vInput%d = aInput%d;\n", i + 1, i + 1);
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}
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append_line(vs_buf, &vs_len, "gl_Position = aVtxPos;");
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append_line(vs_buf, &vs_len, " gl_Position = aVtxPos;");
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append_line(vs_buf, &vs_len, "}");
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// Fragment shader
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#ifdef __APPLE__
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append_line(fs_buf, &fs_len, "#version 410 core");
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append_line(fs_buf, &fs_len, "#define INPUT in");
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append_line(fs_buf, &fs_len, "#define OUTPUT_COLOR outColor");
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append_line(fs_buf, &fs_len, "#define SAMPLE_TEX(tex, uv) texture(tex, uv)");
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#else
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append_line(fs_buf, &fs_len, "#version 130");
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append_line(fs_buf, &fs_len, "#define INPUT varying");
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append_line(fs_buf, &fs_len, "#define OUTPUT_COLOR gl_FragColor");
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append_line(fs_buf, &fs_len, "#define SAMPLE_TEX(tex, uv) texture2D(tex, uv)");
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#endif
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// Reference approach to color wrapping as per GLideN64
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// Return wrapped value of x in interval [low, high)
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append_line(fs_buf, &fs_len, "#define WRAP(x, low, high) mod((x)-(low), (high)-(low)) + (low)");
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append_line(fs_buf, &fs_len, "#define TEX_OFFSET(tex, uv, texSize, off) SAMPLE_TEX(tex, uv - (off)/texSize)");
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// append_line(fs_buf, &fs_len, "precision mediump float;");
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for (int i = 0; i < 2; i++) {
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if (cc_features.used_textures[i]) {
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#ifdef __APPLE__
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fs_len += sprintf(fs_buf + fs_len, "in vec2 vTexCoord%d;\n", i);
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#else
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fs_len += sprintf(fs_buf + fs_len, "varying vec2 vTexCoord%d;\n", i);
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#endif
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fs_len += sprintf(fs_buf + fs_len, "INPUT vec2 vTexCoord%d;\n", i);
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for (int j = 0; j < 2; j++) {
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if (cc_features.clamp[i][j]) {
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#ifdef __APPLE__
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fs_len += sprintf(fs_buf + fs_len, "in float vTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
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#else
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fs_len += sprintf(fs_buf + fs_len, "varying float vTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
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#endif
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fs_len += sprintf(fs_buf + fs_len, "INPUT float vTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
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}
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}
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}
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}
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if (cc_features.opt_fog) {
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#ifdef __APPLE__
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append_line(fs_buf, &fs_len, "in vec4 vFog;");
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#else
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append_line(fs_buf, &fs_len, "varying vec4 vFog;");
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#endif
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append_line(fs_buf, &fs_len, "INPUT vec4 vFog;");
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}
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if (cc_features.opt_grayscale) {
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#ifdef __APPLE__
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append_line(fs_buf, &fs_len, "in vec4 vGrayscaleColor;");
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#else
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append_line(fs_buf, &fs_len, "varying vec4 vGrayscaleColor;");
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#endif
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append_line(fs_buf, &fs_len, "INPUT vec4 vGrayscaleColor;");
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}
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for (int i = 0; i < cc_features.num_inputs; i++) {
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#ifdef __APPLE__
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fs_len += sprintf(fs_buf + fs_len, "in vec%d vInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
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#else
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fs_len += sprintf(fs_buf + fs_len, "varying vec%d vInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
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#endif
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fs_len += sprintf(fs_buf + fs_len, "INPUT vec%d vInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
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}
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if (cc_features.used_textures[0]) {
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append_line(fs_buf, &fs_len, "uniform sampler2D uTex0;");
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@@ -394,50 +370,52 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
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append_line(fs_buf, &fs_len, " return fract(sin(random) * 143758.5453);");
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append_line(fs_buf, &fs_len, "}");
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if (current_filter_mode == FILTER_THREE_POINT) {
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append_line(fs_buf, &fs_len, "vec4 filter3point(in sampler2D tex, in vec2 texCoord, in vec2 texSize) {");
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append_line(fs_buf, &fs_len, " vec2 offset = fract(texCoord*texSize - vec2(0.5));");
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append_line(fs_buf, &fs_len, " offset -= step(1.0, offset.x + offset.y);");
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append_line(fs_buf, &fs_len, " vec4 c0 = TEX_OFFSET(tex, texCoord, texSize, offset);");
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append_line(fs_buf, &fs_len, " vec4 c1 = TEX_OFFSET(tex, texCoord, texSize, vec2(offset.x - sign(offset.x), offset.y));");
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append_line(fs_buf, &fs_len, " vec4 c2 = TEX_OFFSET(tex, texCoord, texSize, vec2(offset.x, offset.y - sign(offset.y)));");
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append_line(fs_buf, &fs_len, " return c0 + abs(offset.x)*(c1-c0) + abs(offset.y)*(c2-c0);");
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append_line(fs_buf, &fs_len, "}");
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}
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if (cc_features.opt_blur) {
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// blur filter, used for menu backgrounds
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// used to be two for loops from 0 to 4, but apparently intel drivers crashed trying to unroll it
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// used to have a const weight array, but apparently drivers for the GT620 don't like const array initializers
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append_line(fs_buf, &fs_len, R"(
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lowp vec4 hookTexture2D(in sampler2D t, in vec2 uv, in vec2 tsize, in int three_point_filter) {
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lowp vec4 cw = vec4(0.0);
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for (int i = 0; i < 16; ++i) {
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vec2 xy = vec2(float(i & 3), float(i >> 2));
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lowp float w = 0.009947 - length(xy) * 0.001;
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cw += vec4(texture2D(t, uv + (vec2(-1.5) + xy) / tsize).rgb * w, w);
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}
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return vec4(cw.rgb / cw.a, 1.0);
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})"
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);
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} else if (current_filter_mode == FILTER_THREE_POINT) {
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#if __APPLE__
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append_line(fs_buf, &fs_len, "#define TEX_OFFSET(off) texture(tex, texCoord - (off)/texSize)");
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#else
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append_line(fs_buf, &fs_len, "#define TEX_OFFSET(off) texture2D(tex, texCoord - (off)/texSize)");
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#endif
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append_line(fs_buf, &fs_len, "vec4 filter3point(in sampler2D tex, in vec2 texCoord, in vec2 texSize) {");
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append_line(fs_buf, &fs_len, " vec2 offset = fract(texCoord*texSize - vec2(0.5));");
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append_line(fs_buf, &fs_len, " offset -= step(1.0, offset.x + offset.y);");
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append_line(fs_buf, &fs_len, " vec4 c0 = TEX_OFFSET(offset);");
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append_line(fs_buf, &fs_len, " vec4 c1 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y));");
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append_line(fs_buf, &fs_len, " vec4 c2 = TEX_OFFSET(vec2(offset.x, offset.y - sign(offset.y)));");
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append_line(fs_buf, &fs_len, " return c0 + abs(offset.x)*(c1-c0) + abs(offset.y)*(c2-c0);");
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append_line(fs_buf, &fs_len, "}");
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append_line(fs_buf, &fs_len, "vec4 hookTexture2D(in sampler2D tex, in vec2 uv, in vec2 texSize, in int three_point_filter) {");
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#if __APPLE__
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append_line(fs_buf, &fs_len, " return three_point_filter == 1 ? filter3point(tex, uv, texSize) : texture(tex, uv);");
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#else
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append_line(fs_buf, &fs_len, " return three_point_filter == 1 ? filter3point(tex, uv, texSize) : texture2D(tex, uv);");
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#endif
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if (current_filter_mode == FILTER_THREE_POINT)
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append_line(fs_buf, &fs_len, "lowp vec4 hookTexture2D(in sampler2D t, in vec2 uv, in vec2 texSize, in int three_point_filter) {");
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else
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append_line(fs_buf, &fs_len, "lowp vec4 hookTexture2D(in sampler2D t, in vec2 uv, in vec2 texSize) {");
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append_line(fs_buf, &fs_len, " lowp vec4 cw = vec4(0.0);");
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append_line(fs_buf, &fs_len, " for (int i = 0; i < 16; ++i) {");
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append_line(fs_buf, &fs_len, " vec2 xy = vec2(float(i & 3), float(i >> 2));");
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append_line(fs_buf, &fs_len, " lowp float w = 0.009947 - length(xy) * 0.001;");
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append_line(fs_buf, &fs_len, " vec2 scaled_uv = uv + (vec2(-1.5) + xy) / texSize;");
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if (current_filter_mode == FILTER_THREE_POINT)
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append_line(fs_buf, &fs_len, " lowp vec4 tex = mix(SAMPLE_TEX(t, scaled_uv), filter3point(t, scaled_uv, texSize), three_point_filter);");
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else
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append_line(fs_buf, &fs_len, " lowp vec4 tex = SAMPLE_TEX(t, scaled_uv);");
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append_line(fs_buf, &fs_len, " cw += vec4(tex.rgb * w, w);");
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append_line(fs_buf, &fs_len, " }");
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append_line(fs_buf, &fs_len, " return vec4(cw.rgb / cw.a, 1.0);");
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append_line(fs_buf, &fs_len, "}");
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} else {
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append_line(fs_buf, &fs_len, "vec4 hookTexture2D(in sampler2D tex, in vec2 uv, in vec2 texSize, in int three_point_filter) {");
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#if __APPLE__
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append_line(fs_buf, &fs_len, " return texture(tex, uv);");
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#else
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append_line(fs_buf, &fs_len, " return texture2D(tex, uv);");
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#endif
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append_line(fs_buf, &fs_len, "}");
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if (current_filter_mode == FILTER_THREE_POINT) {
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append_line(fs_buf, &fs_len, "vec4 hookTexture2D(in sampler2D tex, in vec2 uv, in vec2 texSize, in int three_point_filter) {");
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append_line(fs_buf, &fs_len, " return mix(SAMPLE_TEX(tex, uv), filter3point(tex, uv, texSize), three_point_filter);");
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append_line(fs_buf, &fs_len, "}");
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} else {
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append_line(fs_buf, &fs_len, "vec4 hookTexture2D(in sampler2D tex, in vec2 uv, in vec2 texSize) {");
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append_line(fs_buf, &fs_len, " return SAMPLE_TEX(tex, uv);");
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append_line(fs_buf, &fs_len, "}");
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}
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||||
}
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||||
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#if __APPLE__
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@@ -446,47 +424,43 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
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append_line(fs_buf, &fs_len, "void main() {");
|
||||
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||||
// Reference approach to color wrapping as per GLideN64
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// Return wrapped value of x in interval [low, high)
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||||
append_line(fs_buf, &fs_len, "#define WRAP(x, low, high) mod((x)-(low), (high)-(low)) + (low)");
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||||
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||||
for (int i = 0; i < 2; i++) {
|
||||
if (cc_features.used_textures[i]) {
|
||||
bool s = cc_features.clamp[i][0], t = cc_features.clamp[i][1];
|
||||
|
||||
fs_len += sprintf(fs_buf + fs_len, "vec2 texSize%d = textureSize(uTex%d, 0);\n", i, i);
|
||||
fs_len += sprintf(fs_buf + fs_len, " vec2 texSize%d = textureSize(uTex%d, 0);\n", i, i);
|
||||
|
||||
if (!s && !t) {
|
||||
fs_len += sprintf(fs_buf + fs_len, "vec2 vTexCoordAdj%d = vTexCoord%d;\n", i, i);
|
||||
fs_len += sprintf(fs_buf + fs_len, " vec2 vTexCoordAdj%d = vTexCoord%d;\n", i, i);
|
||||
} else {
|
||||
if (s && t) {
|
||||
fs_len += sprintf(fs_buf + fs_len,
|
||||
"vec2 vTexCoordAdj%d = clamp(vTexCoord%d, 0.5 / texSize%d, "
|
||||
" vec2 vTexCoordAdj%d = clamp(vTexCoord%d, 0.5 / texSize%d, "
|
||||
"vec2(vTexClampS%d, vTexClampT%d));\n",
|
||||
i, i, i, i, i);
|
||||
} else if (s) {
|
||||
fs_len += sprintf(fs_buf + fs_len,
|
||||
"vec2 vTexCoordAdj%d = vec2(clamp(vTexCoord%d.s, 0.5 / "
|
||||
" vec2 vTexCoordAdj%d = vec2(clamp(vTexCoord%d.s, 0.5 / "
|
||||
"texSize%d.s, vTexClampS%d), vTexCoord%d.t);\n",
|
||||
i, i, i, i, i);
|
||||
} else {
|
||||
fs_len += sprintf(fs_buf + fs_len,
|
||||
"vec2 vTexCoordAdj%d = vec2(vTexCoord%d.s, clamp(vTexCoord%d.t, "
|
||||
" vec2 vTexCoordAdj%d = vec2(vTexCoord%d.s, clamp(vTexCoord%d.t, "
|
||||
"0.5 / texSize%d.t, vTexClampT%d));\n",
|
||||
i, i, i, i, i);
|
||||
}
|
||||
}
|
||||
|
||||
if (current_filter_mode == FILTER_THREE_POINT)
|
||||
fs_len += sprintf(fs_buf + fs_len, "vec4 texVal%d = hookTexture2D(uTex%d, vTexCoordAdj%d, texSize%d, three_point_filter%d);\n", i, i, i, i, i);
|
||||
fs_len += sprintf(fs_buf + fs_len, " vec4 texVal%d = hookTexture2D(uTex%d, vTexCoordAdj%d, texSize%d, three_point_filter%d);\n", i, i, i, i, i);
|
||||
else
|
||||
fs_len += sprintf(fs_buf + fs_len, "vec4 texVal%d = hookTexture2D(uTex%d, vTexCoordAdj%d, texSize%d, 0);\n", i, i, i, i);
|
||||
fs_len += sprintf(fs_buf + fs_len, " vec4 texVal%d = hookTexture2D(uTex%d, vTexCoordAdj%d, texSize%d);\n", i, i, i, i);
|
||||
}
|
||||
}
|
||||
|
||||
append_line(fs_buf, &fs_len, cc_features.opt_alpha ? "vec4 texel;" : "vec3 texel;");
|
||||
append_line(fs_buf, &fs_len, cc_features.opt_alpha ? " vec4 texel;" : " vec3 texel;");
|
||||
for (int c = 0; c < (cc_features.opt_2cyc ? 2 : 1); c++) {
|
||||
append_str(fs_buf, &fs_len, "texel = ");
|
||||
append_str(fs_buf, &fs_len, " texel = ");
|
||||
if (!cc_features.color_alpha_same[c] && cc_features.opt_alpha) {
|
||||
append_str(fs_buf, &fs_len, "vec4(");
|
||||
append_formula(fs_buf, &fs_len, cc_features.c[c], cc_features.do_single[c][0],
|
||||
@@ -503,55 +477,48 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
|
||||
append_line(fs_buf, &fs_len, ";");
|
||||
|
||||
if (c == 0) {
|
||||
append_str(fs_buf, &fs_len, "texel = WRAP(texel, -1.01, 1.01);");
|
||||
append_line(fs_buf, &fs_len, " texel = WRAP(texel, -1.01, 1.01);");
|
||||
}
|
||||
}
|
||||
|
||||
append_str(fs_buf, &fs_len, "texel = WRAP(texel, -0.51, 1.51);");
|
||||
append_str(fs_buf, &fs_len, "texel = clamp(texel, 0.0, 1.0);");
|
||||
append_line(fs_buf, &fs_len, " texel = WRAP(texel, -0.51, 1.51);");
|
||||
append_line(fs_buf, &fs_len, " texel = clamp(texel, 0.0, 1.0);");
|
||||
// TODO discard if alpha is 0?
|
||||
if (cc_features.opt_fog) {
|
||||
if (cc_features.opt_alpha) {
|
||||
append_line(fs_buf, &fs_len, "texel = vec4(mix(texel.rgb, vFog.rgb, vFog.a), texel.a);");
|
||||
append_line(fs_buf, &fs_len, " texel = vec4(mix(texel.rgb, vFog.rgb, vFog.a), texel.a);");
|
||||
} else {
|
||||
append_line(fs_buf, &fs_len, "texel = mix(texel, vFog.rgb, vFog.a);");
|
||||
append_line(fs_buf, &fs_len, " texel = mix(texel, vFog.rgb, vFog.a);");
|
||||
}
|
||||
}
|
||||
|
||||
if (cc_features.opt_texture_edge && cc_features.opt_alpha) {
|
||||
append_line(fs_buf, &fs_len, "if (texel.a > 0.19) texel.a = 1.0; else discard;");
|
||||
append_line(fs_buf, &fs_len, " if (texel.a > 0.19) texel.a = 1.0; else discard;");
|
||||
}
|
||||
|
||||
if (cc_features.opt_alpha && cc_features.opt_noise) {
|
||||
append_line(fs_buf, &fs_len,
|
||||
"texel.a *= floor(clamp(random(vec3(floor(gl_FragCoord.xy * noise_scale), float(frame_count))) + "
|
||||
" texel.a *= floor(clamp(random(vec3(floor(gl_FragCoord.xy * noise_scale), float(frame_count))) + "
|
||||
"texel.a, 0.0, 1.0));");
|
||||
}
|
||||
|
||||
if (cc_features.opt_grayscale) {
|
||||
append_line(fs_buf, &fs_len, "float intensity = (texel.r + texel.g + texel.b) / 3.0;");
|
||||
append_line(fs_buf, &fs_len, "vec3 new_texel = vGrayscaleColor.rgb * intensity;");
|
||||
append_line(fs_buf, &fs_len, "texel.rgb = mix(texel.rgb, new_texel, vGrayscaleColor.a);");
|
||||
append_line(fs_buf, &fs_len, " float intensity = (texel.r + texel.g + texel.b) / 3.0;");
|
||||
append_line(fs_buf, &fs_len, " vec3 new_texel = vGrayscaleColor.rgb * intensity;");
|
||||
append_line(fs_buf, &fs_len, " texel.rgb = mix(texel.rgb, new_texel, vGrayscaleColor.a);");
|
||||
}
|
||||
|
||||
if (cc_features.opt_alpha) {
|
||||
if (cc_features.opt_alpha_threshold) {
|
||||
append_line(fs_buf, &fs_len, "if (texel.a < 8.0 / 256.0) discard;");
|
||||
append_line(fs_buf, &fs_len, " if (texel.a < 8.0 / 256.0) discard;");
|
||||
}
|
||||
if (cc_features.opt_invisible) {
|
||||
append_line(fs_buf, &fs_len, "texel.a = 0.0;");
|
||||
append_line(fs_buf, &fs_len, " texel.a = 0.0;");
|
||||
}
|
||||
#if __APPLE__
|
||||
append_line(fs_buf, &fs_len, "outColor = texel;");
|
||||
#else
|
||||
append_line(fs_buf, &fs_len, "gl_FragColor = texel;");
|
||||
#endif
|
||||
|
||||
append_line(fs_buf, &fs_len, " OUTPUT_COLOR = texel;");
|
||||
} else {
|
||||
#if __APPLE__
|
||||
append_line(fs_buf, &fs_len, "outColor = vec4(texel, 1.0);");
|
||||
#else
|
||||
append_line(fs_buf, &fs_len, "gl_FragColor = vec4(texel, 1.0);");
|
||||
#endif
|
||||
append_line(fs_buf, &fs_len, " OUTPUT_COLOR = vec4(texel, 1.0);");
|
||||
}
|
||||
append_line(fs_buf, &fs_len, "}");
|
||||
|
||||
@@ -593,6 +560,8 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
|
||||
glAttachShader(shader_program, fragment_shader);
|
||||
glLinkProgram(shader_program);
|
||||
|
||||
glDetachShader(shader_program, vertex_shader);
|
||||
glDetachShader(shader_program, fragment_shader);
|
||||
glDeleteShader(vertex_shader);
|
||||
glDeleteShader(fragment_shader);
|
||||
|
||||
@@ -703,7 +672,7 @@ static void gfx_opengl_select_texture(int tile, GLuint texture_id, bool linear_f
|
||||
glActiveTexture(GL_TEXTURE0 + tile);
|
||||
glBindTexture(GL_TEXTURE_2D, texture_id);
|
||||
|
||||
current_linear_filters[tile] = linear_filter;
|
||||
current_textures_linear_filter[tile] = linear_filter;
|
||||
}
|
||||
|
||||
static void gfx_opengl_upload_texture(const uint8_t* rgba32_buf, uint32_t width, uint32_t height) {
|
||||
@@ -1143,6 +1112,8 @@ void gfx_opengl_select_texture_fb(int fb_id) {
|
||||
// glDisable(GL_DEPTH_TEST);
|
||||
glActiveTexture(GL_TEXTURE0 + 0);
|
||||
glBindTexture(GL_TEXTURE_2D, framebuffers[fb_id].clrbuf);
|
||||
|
||||
current_textures_linear_filter[0] = true;
|
||||
}
|
||||
|
||||
void gfx_opengl_copy_framebuffer(int fb_dst, int fb_src, int left, int top, bool flip_y, bool use_back) {
|
||||
|
||||
@@ -218,6 +218,7 @@ void videoSetMaximizeWindow(s32 fs)
|
||||
void videoSetTextureFilter(u32 filter)
|
||||
{
|
||||
if (filter > FILTER_THREE_POINT) filter = FILTER_THREE_POINT;
|
||||
if (texFilter == filter) return;
|
||||
texFilter = filter;
|
||||
gfx_set_texture_filter((enum FilteringMode)filter);
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user