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/*
Copyright 2016-2023 melonDS team
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_OPENGL_SHADERS_H
#define GPU3D_OPENGL_SHADERS_H
#define kShaderHeader "#version 140"
const char* kClearVS = kShaderHeader R"(
in vec2 vPosition;
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"(
uniform uvec4 uColor;
uniform uint uOpaquePolyID;
uniform uint uFogFlag;
out vec4 oColor;
out vec4 oAttr;
void main()
{
oColor = vec4(uColor).bgra / 31.0;
oAttr.r = float(uOpaquePolyID) / 63.0;
oAttr.g = 0;
oAttr.b = float(uFogFlag);
oAttr.a = 1;
}
)";
const char* kFinalPassVS = kShaderHeader R"(
in vec2 vPosition;
void main()
{
// heh
gl_Position = vec4(vPosition, 0.0, 1.0);
}
)";
const char* kFinalPassEdgeFS = kShaderHeader R"(
uniform sampler2D DepthBuffer;
uniform sampler2D AttrBuffer;
layout(std140) uniform uConfig
{
vec2 uScreenSize;
int uDispCnt;
vec4 uToonColors[32];
vec4 uEdgeColors[8];
vec4 uFogColor;
float uFogDensity[34];
int uFogOffset;
int uFogShift;
};
out vec4 oColor;
// make up for crapo zbuffer precision
bool isless(float a, float b)
{
return a < b;
// a < b
float diff = a - b;
return diff < (256.0 / 16777216.0);
}
bool isgood(vec4 attr, float depth, int refPolyID, float refDepth)
{
int polyid = int(attr.r * 63.0);
if (polyid != refPolyID && isless(refDepth, depth))
return true;
return false;
}
void main()
{
ivec2 coord = ivec2(gl_FragCoord.xy);
int scale = 1;//int(uScreenSize.x / 256);
vec4 ret = vec4(0,0,0,0);
vec4 depth = texelFetch(DepthBuffer, coord, 0);
vec4 attr = texelFetch(AttrBuffer, coord, 0);
int polyid = int(attr.r * 63.0);
if (attr.g != 0)
{
vec4 depthU = texelFetch(DepthBuffer, coord + ivec2(0,-scale), 0);
vec4 attrU = texelFetch(AttrBuffer, coord + ivec2(0,-scale), 0);
vec4 depthD = texelFetch(DepthBuffer, coord + ivec2(0,scale), 0);
vec4 attrD = texelFetch(AttrBuffer, coord + ivec2(0,scale), 0);
vec4 depthL = texelFetch(DepthBuffer, coord + ivec2(-scale,0), 0);
vec4 attrL = texelFetch(AttrBuffer, coord + ivec2(-scale,0), 0);
vec4 depthR = texelFetch(DepthBuffer, coord + ivec2(scale,0), 0);
vec4 attrR = texelFetch(AttrBuffer, coord + ivec2(scale,0), 0);
if (isgood(attrU, depthU.r, polyid, depth.r) ||
isgood(attrD, depthD.r, polyid, depth.r) ||
isgood(attrL, depthL.r, polyid, depth.r) ||
isgood(attrR, depthR.r, polyid, depth.r))
{
// mark this pixel!
ret.rgb = uEdgeColors[polyid >> 3].bgr;
// this isn't quite accurate, but it will have to do
if ((uDispCnt & (1<<4)) != 0)
ret.a = 0.5;
else
ret.a = 1;
}
}
oColor = ret;
}
)";
const char* kFinalPassFogFS = kShaderHeader R"(
uniform sampler2D DepthBuffer;
uniform sampler2D AttrBuffer;
layout(std140) uniform uConfig
{
vec2 uScreenSize;
int uDispCnt;
vec4 uToonColors[32];
vec4 uEdgeColors[8];
vec4 uFogColor;
float uFogDensity[34];
int uFogOffset;
int uFogShift;
};
out vec4 oColor;
vec4 CalculateFog(float depth)
{
int idepth = int(depth * 16777216.0);
int densityid, densityfrac;
if (idepth < uFogOffset)
{
densityid = 0;
densityfrac = 0;
}
else
{
uint udepth = uint(idepth);
udepth -= uint(uFogOffset);
udepth = (udepth >> 2) << uint(uFogShift);
densityid = int(udepth >> 17);
if (densityid >= 32)
{
densityid = 32;
densityfrac = 0;
}
else
densityfrac = int(udepth & uint(0x1FFFF));
}
float density = mix(uFogDensity[densityid], uFogDensity[densityid+1], float(densityfrac)/131072.0);
return vec4(density, density, density, density);
}
void main()
{
ivec2 coord = ivec2(gl_FragCoord.xy);
vec4 ret = vec4(0,0,0,0);
vec4 depth = texelFetch(DepthBuffer, coord, 0);
vec4 attr = texelFetch(AttrBuffer, coord, 0);
if (attr.b != 0) ret = CalculateFog(depth.r);
oColor = ret;
}
)";
const char* kRenderVSCommon = R"(
layout(std140) uniform uConfig
{
vec2 uScreenSize;
int uDispCnt;
vec4 uToonColors[32];
vec4 uEdgeColors[8];
vec4 uFogColor;
float uFogDensity[34];
int uFogOffset;
int uFogShift;
};
in uvec4 vPosition;
in uvec4 vColor;
in ivec2 vTexcoord;
in ivec3 vPolygonAttr;
smooth out vec4 fColor;
smooth out vec2 fTexcoord;
flat out ivec3 fPolygonAttr;
)";
const char* kRenderFSCommon = R"(
uniform usampler2D TexMem;
uniform sampler2D TexPalMem;
layout(std140) uniform uConfig
{
vec2 uScreenSize;
int uDispCnt;
vec4 uToonColors[32];
vec4 uEdgeColors[8];
vec4 uFogColor;
float uFogDensity[34];
int uFogOffset;
int uFogShift;
};
smooth in vec4 fColor;
smooth in vec2 fTexcoord;
flat in ivec3 fPolygonAttr;
out vec4 oColor;
out vec4 oAttr;
int TexcoordWrap(int c, int maxc, int 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, int 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);
ivec4 pixel = ivec4(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) + 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, int 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;
ivec4 pixel = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
pixel.r >>= (2 * (st.x & 3));
pixel.r &= 0x03;
addr.y = (addr.y << 2) + pixel.r;
vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
return vec4(color.rgb, (pixel.r>0)?1:alpha0);
}
vec4 TextureFetch_I4(ivec2 addr, ivec4 st, int 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;
ivec4 pixel = ivec4(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) + pixel.r;
vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
return vec4(color.rgb, (pixel.r>0)?1:alpha0);
}
vec4 TextureFetch_I8(ivec2 addr, ivec4 st, int 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);
ivec4 pixel = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
addr.y = (addr.y << 3) + pixel.r;
vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
return vec4(color.rgb, (pixel.r>0)?1:alpha0);
}
vec4 TextureFetch_Compressed(ivec2 addr, ivec4 st, int 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);
ivec4 p = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
int val = (p.r >> (2 * (st.x & 0x3))) & 0x3;
int slot1addr = 0x20000 + ((addr.x & 0x1FFFC) >> 1);
if (addr.x >= 0x40000) slot1addr += 0x10000;
int palinfo;
p = ivec4(texelFetch(TexMem, ivec2(slot1addr&0x3FF, slot1addr>>10), 0));
palinfo = p.r;
slot1addr++;
p = ivec4(texelFetch(TexMem, ivec2(slot1addr&0x3FF, slot1addr>>10), 0));
palinfo |= (p.r << 8);
addr.y = (addr.y << 3) + ((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, int 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);
ivec4 pixel = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
pixel.a = (pixel.r & 0xF8) >> 3;
pixel.r &= 0x07;
addr.y = (addr.y << 3) + 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, int 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;
ivec4 pixelL = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
addr.x++;
ivec4 pixelH = ivec4(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)
{
int attr = int(fPolygonAttr.y);
int paladdr = int(fPolygonAttr.z);
float alpha0;
if ((attr & (1<<29)) != 0) alpha0 = 0.0;
else alpha0 = 1.0;
int tw = 8 << ((attr >> 20) & 0x7);
int th = 8 << ((attr >> 23) & 0x7);
ivec4 st_full = ivec4(ivec2(st), tw, th);
ivec2 vramaddr = ivec2((attr & 0xFFFF) << 3, paladdr);
int wrapmode = (attr >> 16);
int 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);
int attr = int(fPolygonAttr.y);
int paladdr = int(fPolygonAttr.z);
float alpha0;
if ((attr & (1<<29)) != 0) alpha0 = 0.0;
else alpha0 = 1.0;
int tw = 8 << ((attr >> 20) & 0x7);
int th = 8 << ((attr >> 23) & 0x7);
ivec4 st_full = ivec4(intpart, tw, th);
ivec2 vramaddr = ivec2((attr & 0xFFFF) << 3, paladdr);
int wrapmode = (attr >> 16);
vec4 A, B, C, D;
int 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;
int 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()
{
int attr = vPolygonAttr.x;
int 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()
{
int attr = vPolygonAttr.x;
int 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.r = float((fPolygonAttr.x >> 24) & 0x3F) / 63.0;
oAttr.g = 0;
oAttr.b = float((fPolygonAttr.x >> 15) & 0x1);
oAttr.a = 1;
}
)";
const char* kRenderFS_WO = R"(
smooth in float fZ;
void main()
{
vec4 col = FinalColor();
if (col.a < 30.5/31) discard;
oColor = col;
oAttr.r = float((fPolygonAttr.x >> 24) & 0x3F) / 63.0;
oAttr.g = 0;
oAttr.b = float((fPolygonAttr.x >> 15) & 0x1);
oAttr.a = 1;
gl_FragDepth = fZ;
}
)";
const char* kRenderFS_ZE = R"(
void main()
{
vec4 col = FinalColor();
if (col.a < 30.5/31) discard;
oAttr.g = 1;
oAttr.a = 1;
}
)";
const char* kRenderFS_WE = R"(
smooth in float fZ;
void main()
{
vec4 col = FinalColor();
if (col.a < 30.5/31) discard;
oAttr.g = 1;
oAttr.a = 1;
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.b = 0;
oAttr.a = 1;
}
)";
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.b = 0;
oAttr.a = 1;
gl_FragDepth = fZ;
}
)";
const char* kRenderFS_ZSM = R"(
void main()
{
oColor = vec4(0,0,0,1);
}
)";
const char* kRenderFS_WSM = R"(
smooth in float fZ;
void main()
{
oColor = vec4(0,0,0,1);
gl_FragDepth = fZ;
}
)";
#endif // GPU3D_OPENGL_SHADERS_H
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