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authorbriaguya <70942617+briaguya0@users.noreply.github.com>2026-04-21 07:32:49 -0400
committerGitHub <noreply@github.com>2026-04-21 13:32:49 +0200
commit90f0e3a199f2f69d0857b15bba64926d7991b557 (patch)
tree4042a3b6557014d6bdb4d258e87f5a75ded5a8c4
parentf93dce2befe1aff4dd13d9992a6280a210007313 (diff)
Combine OpenGL shaders into single .glsl file (#687)
Kenix3/libultraship#972 changed the OpenGL backend to load a single combined default.shader.glsl instead of separate .fs and .vs files. The assets were never updated to match, breaking the OpenGL renderer. Co-authored-by: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
-rw-r--r--assets/shaders/opengl/default.shader.fs218
-rw-r--r--assets/shaders/opengl/default.shader.glsl296
-rw-r--r--assets/shaders/opengl/default.shader.vs79
3 files changed, 296 insertions, 297 deletions
diff --git a/assets/shaders/opengl/default.shader.fs b/assets/shaders/opengl/default.shader.fs
deleted file mode 100644
index 65e965404..000000000
--- a/assets/shaders/opengl/default.shader.fs
+++ /dev/null
@@ -1,218 +0,0 @@
-@prism(type='fragment', name='Fast3D Fragment Shader', version='1.0.0', description='Ported shader to prism', author='Emill & Prism Team')
-
-@{GLSL_VERSION}
-
-@if(core_opengl || opengles)
-out vec4 vOutColor;
-@end
-
-@for(i in 0..2)
- @if(o_textures[i])
- @{attr} vec2 vTexCoord@{i};
- @for(j in 0..2)
- @if(o_clamp[i][j])
- @if(j == 0)
- @{attr} float vTexClampS@{i};
- @else
- @{attr} float vTexClampT@{i};
- @end
- @end
- @end
- @end
-@end
-
-@if(o_fog) @{attr} vec4 vFog;
-@if(o_grayscale) @{attr} vec4 vGrayscaleColor;
-
-@for(i in 0..o_inputs)
- @if(o_alpha)
- @{attr} vec4 vInput@{i + 1};
- @else
- @{attr} vec3 vInput@{i + 1};
- @end
-@end
-
-@if(o_textures[0]) uniform sampler2D uTex0;
-@if(o_textures[1]) uniform sampler2D uTex1;
-
-@if(o_masks[0]) uniform sampler2D uTexMask0;
-@if(o_masks[1]) uniform sampler2D uTexMask1;
-
-@if(o_blend[0]) uniform sampler2D uTexBlend0;
-@if(o_blend[1]) uniform sampler2D uTexBlend1;
-
-uniform int frame_count;
-uniform float noise_scale;
-
-uniform int texture_width[2];
-uniform int texture_height[2];
-uniform int texture_filtering[2];
-
-#define TEX_OFFSET(off) @{texture}(tex, texCoord - off / texSize)
-#define WRAP(x, low, high) mod((x)-(low), (high)-(low)) + (low)
-
-float random(in vec3 value) {
- float random = dot(sin(value), vec3(12.9898, 78.233, 37.719));
- return fract(sin(random) * 143758.5453);
-}
-
-vec4 fromLinear(vec4 linearRGB){
- bvec3 cutoff = lessThan(linearRGB.rgb, vec3(0.0031308));
- vec3 higher = vec3(1.055)*pow(linearRGB.rgb, vec3(1.0/2.4)) - vec3(0.055);
- vec3 lower = linearRGB.rgb * vec3(12.92);
- return vec4(mix(higher, lower, cutoff), linearRGB.a);
-}
-
-vec4 filter3point(in sampler2D tex, in vec2 texCoord, in vec2 texSize) {
- vec2 offset = fract(texCoord*texSize - vec2(0.5));
- offset -= step(1.0, offset.x + offset.y);
- vec4 c0 = TEX_OFFSET(offset);
- vec4 c1 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y));
- vec4 c2 = TEX_OFFSET(vec2(offset.x, offset.y - sign(offset.y)));
- return c0 + abs(offset.x)*(c1-c0) + abs(offset.y)*(c2-c0);
-}
-
-vec4 hookTexture2D(in int id, sampler2D tex, in vec2 uv, in vec2 texSize) {
-@if(o_three_point_filtering)
- if(texture_filtering[id] == @{FILTER_THREE_POINT}) {
- return filter3point(tex, uv, texSize);
- }
-@end
- return @{texture}(tex, uv);
-}
-
-#define TEX_SIZE(tex) vec2(texture_width[tex], texture_height[tex])
-
-void main() {
- @for(i in 0..2)
- @if(o_textures[i])
- @{s = o_clamp[i][0]}
- @{t = o_clamp[i][1]}
-
- vec2 texSize@{i} = TEX_SIZE(@{i});
-
- @if(!s && !t)
- vec2 vTexCoordAdj@{i} = vTexCoord@{i};
- @else
- @if(s && t)
- vec2 vTexCoordAdj@{i} = clamp(vTexCoord@{i}, 0.5 / texSize@{i}, vec2(vTexClampS@{i}, vTexClampT@{i}));
- @elseif(s)
- vec2 vTexCoordAdj@{i} = vec2(clamp(vTexCoord@{i}.s, 0.5 / texSize@{i}.s, vTexClampS@{i}), vTexCoord@{i}.t);
- @else
- vec2 vTexCoordAdj@{i} = vec2(vTexCoord@{i}.s, clamp(vTexCoord@{i}.t, 0.5 / texSize@{i}.t, vTexClampT@{i}));
- @end
- @end
-
- vec4 texVal@{i} = hookTexture2D(@{i}, uTex@{i}, vTexCoordAdj@{i}, texSize@{i});
-
- @if(o_masks[i])
- @if(opengles)
- vec2 maskSize@{i} = vec2(textureSize(uTexMask@{i}, 0));
- @else
- vec2 maskSize@{i} = textureSize(uTexMask@{i}, 0);
- @end
-
- vec4 maskVal@{i} = hookTexture2D(@{i}, uTexMask@{i}, vTexCoordAdj@{i}, maskSize@{i});
-
- @if(o_blend[i])
- vec4 blendVal@{i} = hookTexture2D(@{i}, uTexBlend@{i}, vTexCoordAdj@{i}, texSize@{i});
- @else
- vec4 blendVal@{i} = vec4(0, 0, 0, 0);
- @end
-
- texVal@{i} = mix(texVal@{i}, blendVal@{i}, maskVal@{i}.a);
- @end
- @end
- @end
-
- @if(o_alpha)
- vec4 texel;
- @else
- vec3 texel;
- @end
-
- @if(o_2cyc)
- @{f_range = 2}
- @else
- @{f_range = 1}
- @end
-
- @for(c in 0..f_range)
- @if(c == 1)
- @if(o_alpha)
- @if(o_c[c][1][2] == SHADER_COMBINED)
- texel.a = WRAP(texel.a, -1.01, 1.01);
- @else
- texel.a = WRAP(texel.a, -0.51, 1.51);
- @end
- @end
-
- @if(o_c[c][0][2] == SHADER_COMBINED)
- texel.rgb = WRAP(texel.rgb, -1.01, 1.01);
- @else
- texel.rgb = WRAP(texel.rgb, -0.51, 1.51);
- @end
- @end
-
- @if(!o_color_alpha_same[c] && o_alpha)
- texel = vec4(@{
- append_formula(o_c[c], o_do_single[c][0],
- o_do_multiply[c][0], o_do_mix[c][0], false, false, true, c == 0)
- }, @{append_formula(o_c[c], o_do_single[c][1],
- o_do_multiply[c][1], o_do_mix[c][1], true, true, true, c == 0)
- });
- @else
- texel = @{append_formula(o_c[c], o_do_single[c][0],
- o_do_multiply[c][0], o_do_mix[c][0], o_alpha, false,
- o_alpha, c == 0)};
- @end
- @end
-
- texel = WRAP(texel, -0.51, 1.51);
- texel = clamp(texel, 0.0, 1.0);
- // TODO discard if alpha is 0?
- @if(o_fog)
- @if(o_alpha)
- texel = vec4(mix(texel.rgb, vFog.rgb, vFog.a), texel.a);
- @else
- texel = mix(texel, vFog.rgb, vFog.a);
- @end
- @end
-
- @if(o_texture_edge && o_alpha)
- if (texel.a > 0.19) texel.a = 1.0; else discard;
- @end
-
- @if(o_alpha && o_noise)
- texel.a *= floor(clamp(random(vec3(floor(gl_FragCoord.xy * noise_scale), float(frame_count))) + texel.a, 0.0, 1.0));
- @end
-
- @if(o_grayscale)
- float p = float(0x19);
- float r = texel.r*float(0x55);
- float g = texel.g*float(0x4B);
- float b = texel.b*float(0x5F);
- float intensity = (r+g+b) / 256.0;
- intensity *= 255.0/256.0;
- intensity = pow(intensity, (p * 1.5 / 256.0) + 0.25);
- intensity *= 31.0/32.0;
- vec3 new_texel = vGrayscaleColor.rgb * intensity;
- texel.rgb = mix(texel.rgb, new_texel, vGrayscaleColor.a);
- @end
-
- @if(o_alpha)
- @if(o_alpha_threshold)
- if (texel.a < 8.0 / 256.0) discard;
- @end
- @if(o_invisible)
- texel.a = 0.0;
- @end
- @{vOutColor} = texel;
- @else
- @{vOutColor} = vec4(texel, 1.0);
- @end
-
- @if(srgb_mode)
- @{vOutColor} = fromLinear(@{vOutColor});
- @end
-} \ No newline at end of file
diff --git a/assets/shaders/opengl/default.shader.glsl b/assets/shaders/opengl/default.shader.glsl
new file mode 100644
index 000000000..5e0f93f29
--- /dev/null
+++ b/assets/shaders/opengl/default.shader.glsl
@@ -0,0 +1,296 @@
+@prism(type='fragment', name='Fast3D Fragment Shader', version='1.0.0', description='Ported shader to prism', author='Emill & Prism Team')
+
+@{GLSL_VERSION}
+
+@if(VERTEX_SHADER)
+ @{attr} vec4 aVtxPos;
+
+ @for(i in 0..2)
+ @if(o_textures[i])
+ @{attr} vec2 aTexCoord@{i};
+ @{out} vec2 vTexCoord@{i};
+ @{update_floats(2)}
+ @for(j in 0..2)
+ @if(o_clamp[i][j])
+ @if(j == 0)
+ @{attr} float aTexClampS@{i};
+ @{out} float vTexClampS@{i};
+ @else
+ @{attr} float aTexClampT@{i};
+ @{out} float vTexClampT@{i};
+ @end
+ @{update_floats(1)}
+ @end
+ @end
+ @end
+ @end
+
+ @if(o_fog)
+ @{attr} vec4 aFog;
+ @{out} vec4 vFog;
+ @{update_floats(4)}
+ @end
+
+ @if(o_grayscale)
+ @{attr} vec4 aGrayscaleColor;
+ @{out} vec4 vGrayscaleColor;
+ @{update_floats(4)}
+ @end
+
+ @for(i in 0..o_inputs)
+ @if(o_alpha)
+ @{attr} vec4 aInput@{i + 1};
+ @{out} vec4 vInput@{i + 1};
+ @{update_floats(4)}
+ @else
+ @{attr} vec3 aInput@{i + 1};
+ @{out} vec3 vInput@{i + 1};
+ @{update_floats(3)}
+ @end
+ @end
+
+ void main() {
+ @for(i in 0..2)
+ @if(o_textures[i])
+ vTexCoord@{i} = aTexCoord@{i};
+ @for(j in 0..2)
+ @if(o_clamp[i][j])
+ @if(j == 0)
+ vTexClampS@{i} = aTexClampS@{i};
+ @else
+ vTexClampT@{i} = aTexClampT@{i};
+ @end
+ @end
+ @end
+ @end
+ @end
+ @if(o_fog)
+ vFog = aFog;
+ @end
+ @if(o_grayscale)
+ vGrayscaleColor = aGrayscaleColor;
+ @end
+ @for(i in 0..o_inputs)
+ vInput@{i + 1} = aInput@{i + 1};
+ @end
+ gl_Position = aVtxPos;
+ @if(opengles)
+ gl_Position.z *= 0.3f;
+ @end
+ }
+@else
+ @if(core_opengl || opengles)
+ out vec4 vOutColor;
+ @end
+
+ @for(i in 0..2)
+ @if(o_textures[i])
+ @{attr} vec2 vTexCoord@{i};
+ @for(j in 0..2)
+ @if(o_clamp[i][j])
+ @if(j == 0)
+ @{attr} float vTexClampS@{i};
+ @else
+ @{attr} float vTexClampT@{i};
+ @end
+ @end
+ @end
+ @end
+ @end
+
+ @if(o_fog) @{attr} vec4 vFog;
+ @if(o_grayscale) @{attr} vec4 vGrayscaleColor;
+
+ @for(i in 0..o_inputs)
+ @if(o_alpha)
+ @{attr} vec4 vInput@{i + 1};
+ @else
+ @{attr} vec3 vInput@{i + 1};
+ @end
+ @end
+
+ @if(o_textures[0]) uniform sampler2D uTex0;
+ @if(o_textures[1]) uniform sampler2D uTex1;
+
+ @if(o_masks[0]) uniform sampler2D uTexMask0;
+ @if(o_masks[1]) uniform sampler2D uTexMask1;
+
+ @if(o_blend[0]) uniform sampler2D uTexBlend0;
+ @if(o_blend[1]) uniform sampler2D uTexBlend1;
+
+ uniform int frame_count;
+ uniform float noise_scale;
+
+ uniform int texture_width[2];
+ uniform int texture_height[2];
+ uniform int texture_filtering[2];
+
+ #define TEX_OFFSET(off) @{texture}(tex, texCoord - off / texSize)
+ #define WRAP(x, low, high) mod((x)-(low), (high)-(low)) + (low)
+
+ float random(in vec3 value) {
+ float random = dot(sin(value), vec3(12.9898, 78.233, 37.719));
+ return fract(sin(random) * 143758.5453);
+ }
+
+ vec4 fromLinear(vec4 linearRGB){
+ bvec3 cutoff = lessThan(linearRGB.rgb, vec3(0.0031308));
+ vec3 higher = vec3(1.055)*pow(linearRGB.rgb, vec3(1.0/2.4)) - vec3(0.055);
+ vec3 lower = linearRGB.rgb * vec3(12.92);
+ return vec4(mix(higher, lower, cutoff), linearRGB.a);
+ }
+
+ vec4 filter3point(in sampler2D tex, in vec2 texCoord, in vec2 texSize) {
+ vec2 offset = fract(texCoord*texSize - vec2(0.5));
+ offset -= step(1.0, offset.x + offset.y);
+ vec4 c0 = TEX_OFFSET(offset);
+ vec4 c1 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y));
+ vec4 c2 = TEX_OFFSET(vec2(offset.x, offset.y - sign(offset.y)));
+ return c0 + abs(offset.x)*(c1-c0) + abs(offset.y)*(c2-c0);
+ }
+
+ vec4 hookTexture2D(in int id, sampler2D tex, in vec2 uv, in vec2 texSize) {
+ @if(o_three_point_filtering)
+ if(texture_filtering[id] == @{FILTER_THREE_POINT}) {
+ return filter3point(tex, uv, texSize);
+ }
+ @end
+ return @{texture}(tex, uv);
+ }
+
+ #define TEX_SIZE(tex) vec2(texture_width[tex], texture_height[tex])
+
+ void main() {
+ @for(i in 0..2)
+ @if(o_textures[i])
+ @{s = o_clamp[i][0]}
+ @{t = o_clamp[i][1]}
+
+ vec2 texSize@{i} = TEX_SIZE(@{i});
+
+ @if(!s && !t)
+ vec2 vTexCoordAdj@{i} = vTexCoord@{i};
+ @else
+ @if(s && t)
+ vec2 vTexCoordAdj@{i} = clamp(vTexCoord@{i}, 0.5 / texSize@{i}, vec2(vTexClampS@{i}, vTexClampT@{i}));
+ @elseif(s)
+ vec2 vTexCoordAdj@{i} = vec2(clamp(vTexCoord@{i}.s, 0.5 / texSize@{i}.s, vTexClampS@{i}), vTexCoord@{i}.t);
+ @else
+ vec2 vTexCoordAdj@{i} = vec2(vTexCoord@{i}.s, clamp(vTexCoord@{i}.t, 0.5 / texSize@{i}.t, vTexClampT@{i}));
+ @end
+ @end
+
+ vec4 texVal@{i} = hookTexture2D(@{i}, uTex@{i}, vTexCoordAdj@{i}, texSize@{i});
+
+ @if(o_masks[i])
+ @if(opengles)
+ vec2 maskSize@{i} = vec2(textureSize(uTexMask@{i}, 0));
+ @else
+ vec2 maskSize@{i} = textureSize(uTexMask@{i}, 0);
+ @end
+
+ vec4 maskVal@{i} = hookTexture2D(@{i}, uTexMask@{i}, vTexCoordAdj@{i}, maskSize@{i});
+
+ @if(o_blend[i])
+ vec4 blendVal@{i} = hookTexture2D(@{i}, uTexBlend@{i}, vTexCoordAdj@{i}, texSize@{i});
+ @else
+ vec4 blendVal@{i} = vec4(0, 0, 0, 0);
+ @end
+
+ texVal@{i} = mix(texVal@{i}, blendVal@{i}, maskVal@{i}.a);
+ @end
+ @end
+ @end
+
+ @if(o_alpha)
+ vec4 texel;
+ @else
+ vec3 texel;
+ @end
+
+ @if(o_2cyc)
+ @{f_range = 2}
+ @else
+ @{f_range = 1}
+ @end
+
+ @for(c in 0..f_range)
+ @if(c == 1)
+ @if(o_alpha)
+ @if(o_c[c][1][2] == SHADER_COMBINED)
+ texel.a = WRAP(texel.a, -1.01, 1.01);
+ @else
+ texel.a = WRAP(texel.a, -0.51, 1.51);
+ @end
+ @end
+
+ @if(o_c[c][0][2] == SHADER_COMBINED)
+ texel.rgb = WRAP(texel.rgb, -1.01, 1.01);
+ @else
+ texel.rgb = WRAP(texel.rgb, -0.51, 1.51);
+ @end
+ @end
+
+ @if(!o_color_alpha_same[c] && o_alpha)
+ texel = vec4(@{
+ append_formula(o_c[c], o_do_single[c][0],
+ o_do_multiply[c][0], o_do_mix[c][0], false, false, true, c == 0)
+ }, @{append_formula(o_c[c], o_do_single[c][1],
+ o_do_multiply[c][1], o_do_mix[c][1], true, true, true, c == 0)
+ });
+ @else
+ texel = @{append_formula(o_c[c], o_do_single[c][0],
+ o_do_multiply[c][0], o_do_mix[c][0], o_alpha, false,
+ o_alpha, c == 0)};
+ @end
+ @end
+
+ texel = WRAP(texel, -0.51, 1.51);
+ texel = clamp(texel, 0.0, 1.0);
+ // TODO discard if alpha is 0?
+ @if(o_fog)
+ @if(o_alpha)
+ texel = vec4(mix(texel.rgb, vFog.rgb, vFog.a), texel.a);
+ @else
+ texel = mix(texel, vFog.rgb, vFog.a);
+ @end
+ @end
+
+ @if(o_texture_edge && o_alpha)
+ if (texel.a > 0.19) texel.a = 1.0; else discard;
+ @end
+
+ @if(o_alpha && o_noise)
+ texel.a *= floor(clamp(random(vec3(floor(gl_FragCoord.xy * noise_scale), float(frame_count))) + texel.a, 0.0, 1.0));
+ @end
+
+ @if(o_grayscale)
+ float p = float(0x19);
+ float r = texel.r*float(0x55);
+ float g = texel.g*float(0x4B);
+ float b = texel.b*float(0x5F);
+ float intensity = (r+g+b) / 256.0;
+ intensity *= 255.0/256.0;
+ intensity = pow(intensity, (p * 1.5 / 256.0) + 0.25);
+ intensity *= 31.0/32.0;
+ vec3 new_texel = vGrayscaleColor.rgb * intensity;
+ texel.rgb = mix(texel.rgb, new_texel, vGrayscaleColor.a);
+ @end
+
+ @if(o_alpha)
+ @if(o_alpha_threshold)
+ if (texel.a < 8.0 / 256.0) discard;
+ @end
+ @if(o_invisible)
+ texel.a = 0.0;
+ @end
+ @{vOutColor} = texel;
+ @else
+ @{vOutColor} = vec4(texel, 1.0);
+ @end
+
+ @if(srgb_mode)
+ @{vOutColor} = fromLinear(@{vOutColor});
+ @end
+ }
+@end
diff --git a/assets/shaders/opengl/default.shader.vs b/assets/shaders/opengl/default.shader.vs
deleted file mode 100644
index cf0f62765..000000000
--- a/assets/shaders/opengl/default.shader.vs
+++ /dev/null
@@ -1,79 +0,0 @@
-@prism(type='fragment', name='Fast3D Fragment Shader', version='1.0.0', description='Ported shader to prism', author='Emill & Prism Team')
-
-@{GLSL_VERSION}
-
-@{attr} vec4 aVtxPos;
-
-@for(i in 0..2)
- @if(o_textures[i])
- @{attr} vec2 aTexCoord@{i};
- @{out} vec2 vTexCoord@{i};
- @{update_floats(2)}
- @for(j in 0..2)
- @if(o_clamp[i][j])
- @if(j == 0)
- @{attr} float aTexClampS@{i};
- @{out} float vTexClampS@{i};
- @else
- @{attr} float aTexClampT@{i};
- @{out} float vTexClampT@{i};
- @end
- @{update_floats(1)}
- @end
- @end
- @end
-@end
-
-@if(o_fog)
- @{attr} vec4 aFog;
- @{out} vec4 vFog;
- @{update_floats(4)}
-@end
-
-@if(o_grayscale)
- @{attr} vec4 aGrayscaleColor;
- @{out} vec4 vGrayscaleColor;
- @{update_floats(4)}
-@end
-
-@for(i in 0..o_inputs)
- @if(o_alpha)
- @{attr} vec4 aInput@{i + 1};
- @{out} vec4 vInput@{i + 1};
- @{update_floats(4)}
- @else
- @{attr} vec3 aInput@{i + 1};
- @{out} vec3 vInput@{i + 1};
- @{update_floats(3)}
- @end
-@end
-
-void main() {
- @for(i in 0..2)
- @if(o_textures[i])
- vTexCoord@{i} = aTexCoord@{i};
- @for(j in 0..2)
- @if(o_clamp[i][j])
- @if(j == 0)
- vTexClampS@{i} = aTexClampS@{i};
- @else
- vTexClampT@{i} = aTexClampT@{i};
- @end
- @end
- @end
- @end
- @end
- @if(o_fog)
- vFog = aFog;
- @end
- @if(o_grayscale)
- vGrayscaleColor = aGrayscaleColor;
- @end
- @for(i in 0..o_inputs)
- vInput@{i + 1} = aInput@{i + 1};
- @end
- gl_Position = aVtxPos;
- @if(opengles)
- gl_Position.z *= 0.3f;
- @end
-} \ No newline at end of file