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| author | briaguya <70942617+briaguya0@users.noreply.github.com> | 2026-04-21 07:32:49 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-04-21 13:32:49 +0200 |
| commit | 90f0e3a199f2f69d0857b15bba64926d7991b557 (patch) | |
| tree | 4042a3b6557014d6bdb4d258e87f5a75ded5a8c4 /assets/shaders/opengl/default.shader.glsl | |
| parent | f93dce2befe1aff4dd13d9992a6280a210007313 (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>
Diffstat (limited to 'assets/shaders/opengl/default.shader.glsl')
| -rw-r--r-- | assets/shaders/opengl/default.shader.glsl | 296 |
1 files changed, 296 insertions, 0 deletions
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 |
