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authorArisotura <thetotalworm@gmail.com>2019-05-16 16:27:45 +0200
committerArisotura <thetotalworm@gmail.com>2019-05-16 16:27:45 +0200
commitc81bcccadc9ac8394ba8d4a836d7c954dd528751 (patch)
tree4062047bd45c075fd42fda3252f610c6b5ac9b58 /src/GPU3D_OpenGL43_shaders.h
parentf2282e9e32cce0c335f0ca065e5a3b1bc564e406 (diff)
BAHAHAHAHAHAHAHAA
Diffstat (limited to 'src/GPU3D_OpenGL43_shaders.h')
-rw-r--r--src/GPU3D_OpenGL43_shaders.h645
1 files changed, 645 insertions, 0 deletions
diff --git a/src/GPU3D_OpenGL43_shaders.h b/src/GPU3D_OpenGL43_shaders.h
new file mode 100644
index 0000000..8a69566
--- /dev/null
+++ b/src/GPU3D_OpenGL43_shaders.h
@@ -0,0 +1,645 @@
+/*
+ Copyright 2016-2019 Arisotura
+
+ This file is part of melonDS.
+
+ melonDS is free software: you can redistribute it and/or modify it under
+ the terms of the GNU General Public License as published by the Free
+ Software Foundation, either version 3 of the License, or (at your option)
+ any later version.
+
+ melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
+ WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+ FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License along
+ with melonDS. If not, see http://www.gnu.org/licenses/.
+*/
+
+#ifndef GPU3D_OPENGL43_SHADERS_H
+#define GPU3D_OPENGL43_SHADERS_H
+
+#define kShaderHeader "#version 430"
+
+
+const char* kClearVS = kShaderHeader R"(
+
+layout(location=0) in vec2 vPosition;
+
+layout(location=1) uniform uint uDepth;
+
+void main()
+{
+ float fdepth = (float(uDepth) / 8388608.0) - 1.0;
+ gl_Position = vec4(vPosition, fdepth, 1.0);
+}
+)";
+
+const char* kClearFS = kShaderHeader R"(
+
+layout(location=0) uniform uvec4 uColor;
+layout(location=2) uniform uint uOpaquePolyID;
+layout(location=3) uniform uint uFogFlag;
+
+layout(location=0) out vec4 oColor;
+layout(location=1) out uvec3 oAttr;
+
+void main()
+{
+ oColor = vec4(uColor).bgra / 31.0;
+ oAttr.r = 0;
+ oAttr.g = uOpaquePolyID;
+ oAttr.b = 0;
+}
+)";
+
+
+const char* kRenderVSCommon = R"(
+
+layout(std140, binding=0) uniform uConfig
+{
+ vec2 uScreenSize;
+ uint uDispCnt;
+ vec4 uToonColors[32];
+};
+
+layout(location=0) in uvec4 vPosition;
+layout(location=1) in uvec4 vColor;
+layout(location=2) in ivec2 vTexcoord;
+layout(location=3) in uvec3 vPolygonAttr;
+
+smooth out vec4 fColor;
+smooth out vec2 fTexcoord;
+flat out uvec3 fPolygonAttr;
+)";
+
+const char* kRenderFSCommon = R"(
+
+layout(binding=0) uniform usampler2D TexMem;
+layout(binding=1) uniform sampler2D TexPalMem;
+
+layout(std140, binding=0) uniform uConfig
+{
+ vec2 uScreenSize;
+ uint uDispCnt;
+ vec4 uToonColors[32];
+};
+
+smooth in vec4 fColor;
+smooth in vec2 fTexcoord;
+flat in uvec3 fPolygonAttr;
+
+layout(location=0) out vec4 oColor;
+layout(location=1) out uvec3 oAttr;
+
+int TexcoordWrap(int c, int maxc, uint mode)
+{
+ if ((mode & (1<<0)) != 0)
+ {
+ if ((mode & (1<<2)) != 0 && (c & maxc) != 0)
+ return (maxc-1) - (c & (maxc-1));
+ else
+ return (c & (maxc-1));
+ }
+ else
+ return clamp(c, 0, maxc-1);
+}
+
+vec4 TextureFetch_A3I5(ivec2 addr, ivec4 st, uint wrapmode)
+{
+ st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
+ st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
+
+ addr.x += ((st.y * st.z) + st.x);
+ uvec4 pixel = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
+
+ pixel.a = (pixel.r & 0xE0);
+ pixel.a = (pixel.a >> 3) + (pixel.a >> 6);
+ pixel.r &= 0x1F;
+
+ addr.y = (addr.y << 3) + int(pixel.r);
+ vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+
+ return vec4(color.rgb, float(pixel.a)/31.0);
+}
+
+vec4 TextureFetch_I2(ivec2 addr, ivec4 st, uint wrapmode, float alpha0)
+{
+ st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
+ st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
+
+ addr.x += ((st.y * st.z) + st.x) >> 2;
+ uvec4 pixel = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
+ pixel.r >>= (2 * (st.x & 3));
+ pixel.r &= 0x03;
+
+ addr.y = (addr.y << 2) + int(pixel.r);
+ vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+
+ return vec4(color.rgb, max(step(1,pixel.r),alpha0));
+}
+
+vec4 TextureFetch_I4(ivec2 addr, ivec4 st, uint wrapmode, float alpha0)
+{
+ st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
+ st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
+
+ addr.x += ((st.y * st.z) + st.x) >> 1;
+ uvec4 pixel = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
+ if ((st.x & 1) != 0) pixel.r >>= 4;
+ else pixel.r &= 0x0F;
+
+ addr.y = (addr.y << 3) + int(pixel.r);
+ vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+
+ return vec4(color.rgb, max(step(1,pixel.r),alpha0));
+}
+
+vec4 TextureFetch_I8(ivec2 addr, ivec4 st, uint wrapmode, float alpha0)
+{
+ st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
+ st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
+
+ addr.x += ((st.y * st.z) + st.x);
+ uvec4 pixel = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
+
+ addr.y = (addr.y << 3) + int(pixel.r);
+ vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+
+ return vec4(color.rgb, max(step(1,pixel.r),alpha0));
+}
+
+vec4 TextureFetch_Compressed(ivec2 addr, ivec4 st, uint wrapmode)
+{
+ st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
+ st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
+
+ addr.x += ((st.y & 0x3FC) * (st.z>>2)) + (st.x & 0x3FC) + (st.y & 0x3);
+ uvec4 p = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
+ uint val = (p.r >> (2 * (st.x & 0x3))) & 0x3;
+
+ int slot1addr = 0x20000 + ((addr.x & 0x1FFFC) >> 1);
+ if (addr.x >= 0x40000) slot1addr += 0x10000;
+
+ uint palinfo;
+ p = texelFetch(TexMem, ivec2(slot1addr&0x3FF, slot1addr>>10), 0);
+ palinfo = p.r;
+ slot1addr++;
+ p = texelFetch(TexMem, ivec2(slot1addr&0x3FF, slot1addr>>10), 0);
+ palinfo |= (p.r << 8);
+
+ addr.y = (addr.y << 3) + ((int(palinfo) & 0x3FFF) << 1);
+ palinfo >>= 14;
+
+ if (val == 0)
+ {
+ vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+ return vec4(color.rgb, 1.0);
+ }
+ else if (val == 1)
+ {
+ addr.y++;
+ vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+ return vec4(color.rgb, 1.0);
+ }
+ else if (val == 2)
+ {
+ if (palinfo == 1)
+ {
+ vec4 color0 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+ addr.y++;
+ vec4 color1 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+ return vec4((color0.rgb + color1.rgb) / 2.0, 1.0);
+ }
+ else if (palinfo == 3)
+ {
+ vec4 color0 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+ addr.y++;
+ vec4 color1 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+ return vec4((color0.rgb*5.0 + color1.rgb*3.0) / 8.0, 1.0);
+ }
+ else
+ {
+ addr.y += 2;
+ vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+ return vec4(color.rgb, 1.0);
+ }
+ }
+ else
+ {
+ if (palinfo == 2)
+ {
+ addr.y += 3;
+ vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+ return vec4(color.rgb, 1.0);
+ }
+ else if (palinfo == 3)
+ {
+ vec4 color0 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+ addr.y++;
+ vec4 color1 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+ return vec4((color0.rgb*3.0 + color1.rgb*5.0) / 8.0, 1.0);
+ }
+ else
+ {
+ return vec4(0.0);
+ }
+ }
+}
+
+vec4 TextureFetch_A5I3(ivec2 addr, ivec4 st, uint wrapmode)
+{
+ st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
+ st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
+
+ addr.x += ((st.y * st.z) + st.x);
+ uvec4 pixel = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
+
+ pixel.a = (pixel.r & 0xF8) >> 3;
+ pixel.r &= 0x07;
+
+ addr.y = (addr.y << 3) + int(pixel.r);
+ vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+
+ return vec4(color.rgb, float(pixel.a)/31.0);
+}
+
+vec4 TextureFetch_Direct(ivec2 addr, ivec4 st, uint wrapmode)
+{
+ st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
+ st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
+
+ addr.x += ((st.y * st.z) + st.x) << 1;
+ uvec4 pixelL = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
+ addr.x++;
+ uvec4 pixelH = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
+
+ vec4 color;
+ color.r = float(pixelL.r & 0x1F) / 31.0;
+ color.g = float((pixelL.r >> 5) | ((pixelH.r & 0x03) << 3)) / 31.0;
+ color.b = float((pixelH.r & 0x7C) >> 2) / 31.0;
+ color.a = float(pixelH.r >> 7);
+
+ return color;
+}
+
+vec4 TextureLookup_Nearest(vec2 st)
+{
+ uint attr = fPolygonAttr.y;
+ uint paladdr = fPolygonAttr.z;
+
+ float alpha0;
+ if ((attr & (1<<29)) != 0) alpha0 = 0.0;
+ else alpha0 = 1.0;
+
+ int tw = 8 << int((attr >> 20) & 0x7);
+ int th = 8 << int((attr >> 23) & 0x7);
+ ivec4 st_full = ivec4(ivec2(st), tw, th);
+
+ ivec2 vramaddr = ivec2(int(attr & 0xFFFF) << 3, int(paladdr));
+ uint wrapmode = attr >> 16;
+
+ uint type = (attr >> 26) & 0x7;
+ if (type == 5) return TextureFetch_Compressed(vramaddr, st_full, wrapmode);
+ else if (type == 2) return TextureFetch_I2 (vramaddr, st_full, wrapmode, alpha0);
+ else if (type == 3) return TextureFetch_I4 (vramaddr, st_full, wrapmode, alpha0);
+ else if (type == 4) return TextureFetch_I8 (vramaddr, st_full, wrapmode, alpha0);
+ else if (type == 1) return TextureFetch_A3I5 (vramaddr, st_full, wrapmode);
+ else if (type == 6) return TextureFetch_A5I3 (vramaddr, st_full, wrapmode);
+ else return TextureFetch_Direct (vramaddr, st_full, wrapmode);
+}
+
+vec4 TextureLookup_Linear(vec2 texcoord)
+{
+ ivec2 intpart = ivec2(texcoord);
+ vec2 fracpart = fract(texcoord);
+
+ uint attr = fPolygonAttr.y;
+ uint paladdr = fPolygonAttr.z;
+
+ float alpha0;
+ if ((attr & (1<<29)) != 0) alpha0 = 0.0;
+ else alpha0 = 1.0;
+
+ int tw = 8 << int((attr >> 20) & 0x7);
+ int th = 8 << int((attr >> 23) & 0x7);
+ ivec4 st_full = ivec4(intpart, tw, th);
+
+ ivec2 vramaddr = ivec2(int(attr & 0xFFFF) << 3, int(paladdr));
+ uint wrapmode = attr >> 16;
+
+ vec4 A, B, C, D;
+ uint type = (attr >> 26) & 0x7;
+ if (type == 5)
+ {
+ A = TextureFetch_Compressed(vramaddr, st_full , wrapmode);
+ B = TextureFetch_Compressed(vramaddr, st_full + ivec4(1,0,0,0), wrapmode);
+ C = TextureFetch_Compressed(vramaddr, st_full + ivec4(0,1,0,0), wrapmode);
+ D = TextureFetch_Compressed(vramaddr, st_full + ivec4(1,1,0,0), wrapmode);
+ }
+ else if (type == 2)
+ {
+ A = TextureFetch_I2(vramaddr, st_full , wrapmode, alpha0);
+ B = TextureFetch_I2(vramaddr, st_full + ivec4(1,0,0,0), wrapmode, alpha0);
+ C = TextureFetch_I2(vramaddr, st_full + ivec4(0,1,0,0), wrapmode, alpha0);
+ D = TextureFetch_I2(vramaddr, st_full + ivec4(1,1,0,0), wrapmode, alpha0);
+ }
+ else if (type == 3)
+ {
+ A = TextureFetch_I4(vramaddr, st_full , wrapmode, alpha0);
+ B = TextureFetch_I4(vramaddr, st_full + ivec4(1,0,0,0), wrapmode, alpha0);
+ C = TextureFetch_I4(vramaddr, st_full + ivec4(0,1,0,0), wrapmode, alpha0);
+ D = TextureFetch_I4(vramaddr, st_full + ivec4(1,1,0,0), wrapmode, alpha0);
+ }
+ else if (type == 4)
+ {
+ A = TextureFetch_I8(vramaddr, st_full , wrapmode, alpha0);
+ B = TextureFetch_I8(vramaddr, st_full + ivec4(1,0,0,0), wrapmode, alpha0);
+ C = TextureFetch_I8(vramaddr, st_full + ivec4(0,1,0,0), wrapmode, alpha0);
+ D = TextureFetch_I8(vramaddr, st_full + ivec4(1,1,0,0), wrapmode, alpha0);
+ }
+ else if (type == 1)
+ {
+ A = TextureFetch_A3I5(vramaddr, st_full , wrapmode);
+ B = TextureFetch_A3I5(vramaddr, st_full + ivec4(1,0,0,0), wrapmode);
+ C = TextureFetch_A3I5(vramaddr, st_full + ivec4(0,1,0,0), wrapmode);
+ D = TextureFetch_A3I5(vramaddr, st_full + ivec4(1,1,0,0), wrapmode);
+ }
+ else if (type == 6)
+ {
+ A = TextureFetch_A5I3(vramaddr, st_full , wrapmode);
+ B = TextureFetch_A5I3(vramaddr, st_full + ivec4(1,0,0,0), wrapmode);
+ C = TextureFetch_A5I3(vramaddr, st_full + ivec4(0,1,0,0), wrapmode);
+ D = TextureFetch_A5I3(vramaddr, st_full + ivec4(1,1,0,0), wrapmode);
+ }
+ else
+ {
+ A = TextureFetch_Direct(vramaddr, st_full , wrapmode);
+ B = TextureFetch_Direct(vramaddr, st_full + ivec4(1,0,0,0), wrapmode);
+ C = TextureFetch_Direct(vramaddr, st_full + ivec4(0,1,0,0), wrapmode);
+ D = TextureFetch_Direct(vramaddr, st_full + ivec4(1,1,0,0), wrapmode);
+ }
+
+ float fx = fracpart.x;
+ vec4 AB;
+ if (A.a < (0.5/31.0) && B.a < (0.5/31.0))
+ AB = vec4(0);
+ else
+ {
+ //if (A.a < (0.5/31.0) || B.a < (0.5/31.0))
+ // fx = step(0.5, fx);
+
+ AB = mix(A, B, fx);
+ }
+
+ fx = fracpart.x;
+ vec4 CD;
+ if (C.a < (0.5/31.0) && D.a < (0.5/31.0))
+ CD = vec4(0);
+ else
+ {
+ //if (C.a < (0.5/31.0) || D.a < (0.5/31.0))
+ // fx = step(0.5, fx);
+
+ CD = mix(C, D, fx);
+ }
+
+ fx = fracpart.y;
+ vec4 ret;
+ if (AB.a < (0.5/31.0) && CD.a < (0.5/31.0))
+ ret = vec4(0);
+ else
+ {
+ //if (AB.a < (0.5/31.0) || CD.a < (0.5/31.0))
+ // fx = step(0.5, fx);
+
+ ret = mix(AB, CD, fx);
+ }
+
+ return ret;
+}
+
+vec4 FinalColor()
+{
+ vec4 col;
+ vec4 vcol = fColor;
+ uint blendmode = (fPolygonAttr.x >> 4) & 0x3;
+
+ if (blendmode == 2)
+ {
+ if ((uDispCnt & (1<<1)) == 0)
+ {
+ // toon
+ vec3 tooncolor = uToonColors[int(vcol.r * 31)].rgb;
+ vcol.rgb = tooncolor;
+ }
+ else
+ {
+ // highlight
+ vcol.rgb = vcol.rrr;
+ }
+ }
+
+ if ((((fPolygonAttr.y >> 26) & 0x7) == 0) || ((uDispCnt & (1<<0)) == 0))
+ {
+ // no texture
+ col = vcol;
+ }
+ else
+ {
+ vec4 tcol = TextureLookup_Nearest(fTexcoord);
+ //vec4 tcol = TextureLookup_Linear(fTexcoord);
+
+ if ((blendmode & 1) != 0)
+ {
+ // decal
+ col.rgb = (tcol.rgb * tcol.a) + (vcol.rgb * (1.0-tcol.a));
+ col.a = vcol.a;
+ }
+ else
+ {
+ // modulate
+ col = vcol * tcol;
+ }
+ }
+
+ if (blendmode == 2)
+ {
+ if ((uDispCnt & (1<<1)) != 0)
+ {
+ vec3 tooncolor = uToonColors[int(vcol.r * 31)].rgb;
+ col.rgb = min(col.rgb + tooncolor, 1.0);
+ }
+ }
+
+ return col.bgra;
+}
+)";
+
+
+const char* kRenderVS_Z = R"(
+
+void main()
+{
+ uint attr = vPolygonAttr.x;
+ uint zshift = (attr >> 16) & 0x1F;
+
+ vec4 fpos;
+ fpos.xy = ((vec2(vPosition.xy) * 2.0) / uScreenSize) - 1.0;
+ fpos.z = (float(vPosition.z << zshift) / 8388608.0) - 1.0;
+ fpos.w = float(vPosition.w) / 65536.0f;
+ fpos.xyz *= fpos.w;
+
+ fColor = vec4(vColor) / vec4(255.0,255.0,255.0,31.0);
+ fTexcoord = vec2(vTexcoord) / 16.0;
+ fPolygonAttr = vPolygonAttr;
+
+ gl_Position = fpos;
+}
+)";
+
+const char* kRenderVS_W = R"(
+
+smooth out float fZ;
+
+void main()
+{
+ uint attr = vPolygonAttr.x;
+ uint zshift = (attr >> 16) & 0x1F;
+
+ vec4 fpos;
+ fpos.xy = ((vec2(vPosition.xy) * 2.0) / uScreenSize) - 1.0;
+ fZ = float(vPosition.z << zshift) / 16777216.0;
+ fpos.w = float(vPosition.w) / 65536.0f;
+ fpos.xy *= fpos.w;
+
+ fColor = vec4(vColor) / vec4(255.0,255.0,255.0,31.0);
+ fTexcoord = vec2(vTexcoord) / 16.0;
+ fPolygonAttr = vPolygonAttr;
+
+ gl_Position = fpos;
+}
+)";
+
+
+const char* kRenderFS_ZO = R"(
+
+void main()
+{
+ vec4 col = FinalColor();
+ if (col.a < 30.5/31) discard;
+
+ oColor = col;
+ oAttr.g = (fPolygonAttr.x >> 24) & 0x3F;
+}
+)";
+
+const char* kRenderFS_WO = R"(
+
+smooth in float fZ;
+
+void main()
+{
+ vec4 col = FinalColor();
+ if (col.a < 30.5/31) discard;
+
+ oColor = col;
+ oAttr.g = (fPolygonAttr.x >> 24) & 0x3F;
+ gl_FragDepth = fZ;
+}
+)";
+
+const char* kRenderFS_ZT = R"(
+
+void main()
+{
+ vec4 col = FinalColor();
+ if (col.a < 0.5/31) discard;
+ if (col.a >= 30.5/31) discard;
+
+ oColor = col;
+ oAttr.g = 0xFF;
+}
+)";
+
+const char* kRenderFS_WT = R"(
+
+smooth in float fZ;
+
+void main()
+{
+ vec4 col = FinalColor();
+ if (col.a < 0.5/31) discard;
+ if (col.a >= 30.5/31) discard;
+
+ oColor = col;
+ oAttr.g = 0xFF;
+ gl_FragDepth = fZ;
+}
+)";
+
+const char* kRenderFS_ZSM = R"(
+
+void main()
+{
+ oColor = vec4(0,0,0,1);
+ oAttr.g = 0xFF;
+ oAttr.b = 1;
+}
+)";
+
+const char* kRenderFS_WSM = R"(
+
+smooth in float fZ;
+
+void main()
+{
+ oColor = vec4(0,0,0,1);
+ oAttr.g = 0xFF;
+ oAttr.b = 1;
+ gl_FragDepth = fZ;
+}
+)";
+
+const char* kRenderFS_ZS = R"(
+
+layout(binding=2) uniform usampler2D iAttrTex;
+//layout(origin_upper_left) in vec4 gl_FragCoord;
+
+void main()
+{
+ vec4 col = FinalColor();
+ if (col.a < 0.5/31) discard;
+ if (col.a >= 30.5/31) discard;
+
+ uvec4 iAttr = texelFetch(iAttrTex, ivec2(gl_FragCoord.xy), 0);
+ if (iAttr.b != 1) discard;
+ if (iAttr.g == ((fPolygonAttr.x >> 24) & 0x3F)) discard;
+
+ oColor = col;
+}
+)";
+
+const char* kRenderFS_WS = R"(
+
+layout(binding=2) uniform usampler2D iAttrTex;
+//layout(origin_upper_left) in vec4 gl_FragCoord;
+
+smooth in float fZ;
+
+void main()
+{
+ vec4 col = FinalColor();
+ if (col.a < 0.5/31) discard;
+ if (col.a >= 30.5/31) discard;
+
+ uvec4 iAttr = texelFetch(iAttrTex, ivec2(gl_FragCoord.xy), 0);
+ if (iAttr.b != 1) discard;
+ if (iAttr.g == ((fPolygonAttr.x >> 24) & 0x3F)) discard;
+
+ oColor = col;
+ gl_FragDepth = fZ;
+}
+)";
+
+#endif // GPU3D_OPENGL43_SHADERS_H