mirror of
https://github.com/projectM-visualizer/projectm.git
synced 2026-02-06 00:35:45 +00:00
822 lines
24 KiB
C++
822 lines
24 KiB
C++
#include "StaticGlShaders.h"
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#include "projectM-opengl.h"
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namespace {
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// Variants of shaders for GLSL1.2
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const std::string kPresetWarpVertexShaderGlsl120 = R"(
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attribute vec2 vertex_position;
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attribute vec4 vertex_color;
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attribute vec2 vertex_texture;
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uniform mat4 vertex_transformation;
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varying vec4 frag_COLOR;
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varying vec4 frag_TEXCOORD0;
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varying vec2 frag_TEXCOORD1;
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void main(){
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vec4 position = vertex_transformation * vec4(vertex_position, 0.0, 1.0);
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gl_Position = position;
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frag_COLOR = vertex_color;
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frag_TEXCOORD0.xy = vertex_texture;
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frag_TEXCOORD0.zw = position.xy;
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frag_TEXCOORD1 = vec2(0.0, 0.0);
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}
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)";
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const std::string kPresetCompVertexShaderGlsl120 = R"(
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attribute vec2 vertex_position;
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attribute vec4 vertex_color;
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attribute vec2 vertex_texture;
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attribute vec2 vertex_rad_ang;
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varying vec4 frag_COLOR;
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varying vec2 frag_TEXCOORD0;
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varying vec2 frag_TEXCOORD1;
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void main(){
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vec4 position = vec4(vertex_position, 0.0, 1.0);
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gl_Position = position;
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frag_COLOR = vertex_color;
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frag_TEXCOORD0 = vertex_texture;
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frag_TEXCOORD1 = vertex_rad_ang;
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}
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)";
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const std::string kV2fC4fVertexShaderGlsl120 = R"(
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attribute vec2 vertex_position;
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attribute vec4 vertex_color;
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uniform mat4 vertex_transformation;
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uniform float vertex_point_size;
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varying vec4 fragment_color;
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void main(){
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gl_Position = vertex_transformation * vec4(vertex_position, 0.0, 1.0);
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gl_PointSize = vertex_point_size;
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fragment_color = vertex_color;
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}
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)";
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const std::string kV2fC4fFragmentShaderGlsl120 = R"(
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varying vec4 fragment_color;
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void main(){
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gl_FragColor = fragment_color;
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}
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)";
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const std::string kV2fC4fT2fVertexShaderGlsl120 = R"(
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attribute vec2 vertex_position;
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attribute vec4 vertex_color;
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attribute vec2 vertex_texture;
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uniform mat4 vertex_transformation;
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varying vec4 fragment_color;
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varying vec2 fragment_texture;
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void main(){
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gl_Position = vertex_transformation * vec4(vertex_position, 0.0, 1.0);
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fragment_color = vertex_color;
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fragment_texture = vertex_texture;
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}
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)";
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const std::string kV2fC4fT2fFragmentShaderGlsl120 = R"(
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varying vec4 fragment_color;
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varying vec2 fragment_texture;
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uniform sampler2D texture_sampler;
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varying vec4 color;
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void main(){
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gl_FragColor = fragment_color * texture2D(texture_sampler,
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fragment_texture.st);
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}
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)";
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const std::string kPresetShaderHeaderGlsl120 = R"(
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#define M_PI 3.14159265359
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#define M_PI_2 6.28318530718
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#define M_INV_PI_2 0.159154943091895
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uniform float4 rand_frame; // random float4, updated each frame
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uniform float4 rand_preset; // random float4, updated once per *preset*
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uniform float4 _c0; // .xy: multiplier to use on UV's to paste
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// an image fullscreen, *aspect-aware*
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// .zw = inverse.
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uniform float4 _c1, _c2, _c3, _c4;
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uniform float4 _c5; // .xy = scale, bias for reading blur1
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// .zw = scale, bias for reading blur2
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uniform float4 _c6; // .xy = scale, bias for reading blur3
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// .zw = blur1_min, blur1_max
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uniform float4 _c7; // .xy ~= float2(1024,768)
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// .zw ~= float2(1/1024.0, 1/768.0)
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uniform float4 _c8; // .xyzw ~= 0.5 + 0.5 * cos(
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// time * float4(~0.3, ~1.3, ~5, ~20))
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uniform float4 _c9; // .xyzw ~= same, but using sin()
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uniform float4 _c10; // .xyzw ~= 0.5 + 0.5 * cos(
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// time * float4(~0.005, ~0.008, ~0.013,
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// ~0.022))
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uniform float4 _c11; // .xyzw ~= same, but using sin()
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uniform float4 _c12; // .xyz = mip info for main image
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// (.x=#across, .y=#down, .z=avg)
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// .w = unused
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uniform float4 _c13; // .xy = blur2_min, blur2_max
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// .zw = blur3_min, blur3_max
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uniform float4 _qa; // q vars bank 1 [q1-q4]
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uniform float4 _qb; // q vars bank 2 [q5-q8]
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uniform float4 _qc; // q vars ...
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uniform float4 _qd; // q vars
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uniform float4 _qe; // q vars
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uniform float4 _qf; // q vars
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uniform float4 _qg; // q vars
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uniform float4 _qh; // q vars bank 8 [q29-q32]
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// note: in general, don't use the current time w/the *dynamic* rotations!
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// four random, static rotations, randomized at preset load time.
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// minor translation component (<1).
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uniform float4x3 rot_s1;
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uniform float4x3 rot_s2;
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uniform float4x3 rot_s3;
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uniform float4x3 rot_s4;
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// four random, slowly changing rotations.
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uniform float4x3 rot_d1;
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uniform float4x3 rot_d2;
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uniform float4x3 rot_d3;
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uniform float4x3 rot_d4;
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// faster-changing.
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uniform float4x3 rot_f1;
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uniform float4x3 rot_f2;
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uniform float4x3 rot_f3;
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uniform float4x3 rot_f4;
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// very-fast-changing.
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uniform float4x3 rot_vf1;
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uniform float4x3 rot_vf2;
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uniform float4x3 rot_vf3;
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uniform float4x3 rot_vf4;
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// ultra-fast-changing.
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uniform float4x3 rot_uf1;
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uniform float4x3 rot_uf2;
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uniform float4x3 rot_uf3;
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uniform float4x3 rot_uf4;
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// Random every frame.
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uniform float4x3 rot_rand1;
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uniform float4x3 rot_rand2;
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uniform float4x3 rot_rand3;
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uniform float4x3 rot_rand4;
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#define time _c2.x
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#define fps _c2.y
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#define frame _c2.z
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#define progress _c2.w
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#define bass _c3.x
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#define mid _c3.y
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#define treb _c3.z
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#define vol _c3.w
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#define bass_att _c4.x
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#define mid_att _c4.y
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#define treb_att _c4.z
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#define vol_att _c4.w
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#define q1 _qa.x
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#define q2 _qa.y
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#define q3 _qa.z
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#define q4 _qa.w
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#define q5 _qb.x
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#define q6 _qb.y
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#define q7 _qb.z
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#define q8 _qb.w
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#define q9 _qc.x
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#define q10 _qc.y
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#define q11 _qc.z
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#define q12 _qc.w
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#define q13 _qd.x
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#define q14 _qd.y
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#define q15 _qd.z
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#define q16 _qd.w
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#define q17 _qe.x
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#define q18 _qe.y
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#define q19 _qe.z
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#define q20 _qe.w
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#define q21 _qf.x
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#define q22 _qf.y
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#define q23 _qf.z
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#define q24 _qf.w
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#define q25 _qg.x
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#define q26 _qg.y
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#define q27 _qg.z
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#define q28 _qg.w
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#define q29 _qh.x
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#define q30 _qh.y
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#define q31 _qh.z
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#define q32 _qh.w
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#define aspect _c0
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// .xy = (w,h); .zw = (1/(float)w, 1/(float)h)
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#define texsize _c7
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#define roam_cos _c8
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#define roam_sin _c9
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#define slow_roam_cos _c10
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#define slow_roam_sin _c11
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#define mip_x _c12.x
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#define mip_y _c12.y
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#define mip_xy _c12.xy
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#define mip_avg _c12.z
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#define blur1_min _c6.z
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#define blur1_max _c6.w
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#define blur2_min _c13.x
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#define blur2_max _c13.y
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#define blur3_min _c13.z
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#define blur3_max _c13.w
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#define sampler_FC_main sampler_fc_main
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#define sampler_PC_main sampler_pc_main
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#define sampler_FW_main sampler_fw_main
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#define sampler_PW_main sampler_pw_main
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#define GetMain(uv) (tex2D(sampler_main,uv).xyz)
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#define GetPixel(uv) (tex2D(sampler_main,uv).xyz)
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#define GetBlur1(uv) (tex2D(sampler_blur1,uv).xyz*_c5.x + _c5.y)
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#define GetBlur2(uv) (tex2D(sampler_blur2,uv).xyz*_c5.z + _c5.w)
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#define GetBlur3(uv) (tex2D(sampler_blur3,uv).xyz*_c6.x + _c6.y)
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#define lum(x) (dot(x,float3(0.32,0.49,0.29)))
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#define tex2d tex2D
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#define tex3d tex3D
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)";
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const std::string kBlurVertexShaderGlsl120 = R"(
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attribute vec2 vertex_position;
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attribute vec2 vertex_texture;
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varying vec2 fragment_texture;
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void main(){
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gl_Position = vec4(vertex_position, 0.0, 1.0);
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fragment_texture = vertex_texture;
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}
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)";
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std::string kBlur1FragmentShaderGlsl120 = R"(
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varying vec2 fragment_texture;
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uniform sampler2D texture_sampler;
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uniform vec4 _c0; // source texsize (.xy), and inverse (.zw)
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uniform vec4 _c1; // w1..w4
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uniform vec4 _c2; // d1..d4
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uniform vec4 _c3; // scale, bias, w_div
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void main(){
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// LONG HORIZ. PASS 1:
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#define srctexsize _c0
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#define w1 _c1.x
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#define w2 _c1.y
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#define w3 _c1.z
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#define w4 _c1.w
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#define d1 _c2.x
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#define d2 _c2.y
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#define d3 _c2.z
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#define d4 _c2.w
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#define fscale _c3.x
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#define fbias _c3.y
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#define w_div _c3.z
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// note: if you just take one sample at exactly uv.xy, you get an avg of 4
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// pixels.
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// + moves blur UP, LEFT by 1-pixel increments
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vec2 uv2 = fragment_texture.xy + srctexsize.zw*vec2(1.0,1.0);
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vec3 blur =
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(texture2D(texture_sampler, uv2 + vec2(d1 * srctexsize.z, 0)).xyz +
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texture2D(texture_sampler, uv2 + vec2(-d1 * srctexsize.z, 0)).xyz) *
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w1 +
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(texture2D(texture_sampler, uv2 + vec2(d2 * srctexsize.z, 0)).xyz +
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texture2D(texture_sampler, uv2 + vec2(-d2 * srctexsize.z, 0)).xyz) *
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w2 +
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(texture2D(texture_sampler, uv2 + vec2(d3 * srctexsize.z, 0)).xyz +
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texture2D(texture_sampler, uv2 + vec2(-d3 * srctexsize.z, 0)).xyz) *
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w3 +
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(texture2D(texture_sampler, uv2 + vec2(d4 * srctexsize.z, 0)).xyz +
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texture2D(texture_sampler, uv2 + vec2(-d4 * srctexsize.z, 0)).xyz) *
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w4;
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blur.xyz *= w_div;
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blur.xyz = blur.xyz*fscale + fbias;
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gl_FragColor.xyz = blur;
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gl_FragColor.w = 1.0;
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}
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)";
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std::string kBlur2FragmentShaderGlsl120 = R"(
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varying vec2 fragment_texture;
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uniform sampler2D texture_sampler;
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uniform vec4 _c0; // source texsize (.xy), and inverse (.zw)
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uniform vec4 _c5; // w1,w2,d1,d2
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uniform vec4 _c6; // w_div, edge_darken_c1, edge_darken_c2, edge_darken_c3
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void main(){
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// SHORT VERTICAL PASS 2:
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#define srctexsize _c0
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#define w1 _c5.x
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#define w2 _c5.y
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#define d1 _c5.z
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#define d2 _c5.w
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#define edge_darken_c1 _c6.y
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#define edge_darken_c2 _c6.z
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#define edge_darken_c3 _c6.w
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#define w_div _c6.x
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// note: if you just take one sample at exactly uv.xy, you get an avg of 4
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// pixels.
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// + moves blur UP, LEFT by TWO-pixel increments! (since texture is 1/2 the
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// size of blur1_ps)
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vec2 uv2 = fragment_texture.xy + srctexsize.zw*vec2(0,0);
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vec3 blur =
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(texture2D(texture_sampler, uv2 + vec2(0, d1 * srctexsize.w)).xyz +
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texture2D(texture_sampler, uv2 + vec2(0, -d1 * srctexsize.w)).xyz) *
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w1 +
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(texture2D(texture_sampler, uv2 + vec2(0, d2 * srctexsize.w)).xyz +
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texture2D(texture_sampler, uv2 + vec2(0, -d2 * srctexsize.w)).xyz) *
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w2;
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blur.xyz *= w_div;
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// tone it down at the edges (only happens on 1st X pass!)
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float t = min(min(fragment_texture.x, fragment_texture.y),
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1.0 - max(fragment_texture.x, fragment_texture.y));
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t = sqrt(t);
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t = edge_darken_c1 + edge_darken_c2 * clamp(t * edge_darken_c3, 0.0, 1.0);
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blur.xyz *= t;
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gl_FragColor.xyz = blur;
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gl_FragColor.w = 1.0;
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}
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)";
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// Variants of shaders for GLSL3.3
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const std::string kPresetWarpVertexShaderGlsl330 = R"(
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layout(location = 0) in vec2 vertex_position;
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layout(location = 1) in vec4 vertex_color;
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layout(location = 2) in vec2 vertex_texture;
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uniform mat4 vertex_transformation;
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out vec4 frag_COLOR;
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out vec4 frag_TEXCOORD0;
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out vec2 frag_TEXCOORD1;
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void main(){
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vec4 position = vertex_transformation * vec4(vertex_position, 0.0, 1.0);
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gl_Position = position;
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frag_COLOR = vertex_color;
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frag_TEXCOORD0.xy = vertex_texture;
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frag_TEXCOORD0.zw = position.xy;
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frag_TEXCOORD1 = vec2(0.0, 0.0);
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}
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)";
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const std::string kPresetCompVertexShaderGlsl330 = R"(
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layout(location = 0) in vec2 vertex_position;
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layout(location = 1) in vec4 vertex_color;
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layout(location = 2) in vec2 vertex_texture;
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layout(location = 3) in vec2 vertex_rad_ang;
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out vec4 frag_COLOR;
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out vec2 frag_TEXCOORD0;
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out vec2 frag_TEXCOORD1;
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void main(){
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vec4 position = vec4(vertex_position, 0.0, 1.0);
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gl_Position = position;
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frag_COLOR = vertex_color;
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frag_TEXCOORD0 = vertex_texture;
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frag_TEXCOORD1 = vertex_rad_ang;
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}
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)";
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const std::string kV2fC4fVertexShaderGlsl330 = R"(
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layout(location = 0) in vec2 vertex_position;
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layout(location = 1) in vec4 vertex_color;
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uniform mat4 vertex_transformation;
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uniform float vertex_point_size;
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out vec4 fragment_color;
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void main(){
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gl_Position = vertex_transformation * vec4(vertex_position, 0.0, 1.0);
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gl_PointSize = vertex_point_size;
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fragment_color = vertex_color;
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}
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)";
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const std::string kV2fC4fFragmentShaderGlsl330 = R"(
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precision mediump float;
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in vec4 fragment_color;
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out vec4 color;
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void main(){
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color = fragment_color;
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}
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)";
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const std::string kV2fC4fT2fVertexShaderGlsl330 = R"(
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layout(location = 0) in vec2 vertex_position;
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layout(location = 1) in vec4 vertex_color;
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layout(location = 2) in vec2 vertex_texture;
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uniform mat4 vertex_transformation;
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out vec4 fragment_color;
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out vec2 fragment_texture;
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void main(){
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gl_Position = vertex_transformation * vec4(vertex_position, 0.0, 1.0);
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fragment_color = vertex_color;
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fragment_texture = vertex_texture;
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}
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)";
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const std::string kV2fC4fT2fFragmentShaderGlsl330 = R"(
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precision mediump float;
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in vec4 fragment_color;
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in vec2 fragment_texture;
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uniform sampler2D texture_sampler;
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out vec4 color;
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void main(){
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color = fragment_color * texture2D(texture_sampler, fragment_texture.st);
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}
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)";
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const std::string kPresetShaderHeaderGlsl330 = R"(
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#define M_PI 3.14159265359
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#define M_PI_2 6.28318530718
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#define M_INV_PI_2 0.159154943091895
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uniform float4 rand_frame; // random float4, updated each frame
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uniform float4 rand_preset; // random float4, updated once per *preset*
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uniform float4 _c0; // .xy: multiplier to use on UV's to paste
|
|
// an image fullscreen, *aspect-aware*
|
|
// .zw = inverse.
|
|
uniform float4 _c1, _c2, _c3, _c4;
|
|
uniform float4 _c5; // .xy = scale, bias for reading blur1
|
|
// .zw = scale, bias for reading blur2
|
|
uniform float4 _c6; // .xy = scale, bias for reading blur3
|
|
// .zw = blur1_min, blur1_max
|
|
uniform float4 _c7; // .xy ~= float2(1024,768)
|
|
// .zw ~= float2(1/1024.0, 1/768.0)
|
|
uniform float4 _c8; // .xyzw ~= 0.5 + 0.5 * cos(
|
|
// time * float4(~0.3, ~1.3, ~5, ~20))
|
|
uniform float4 _c9; // .xyzw ~= same, but using sin()
|
|
uniform float4 _c10; // .xyzw ~= 0.5 + 0.5 * cos(
|
|
// time * float4(~0.005, ~0.008, ~0.013,
|
|
// ~0.022))
|
|
uniform float4 _c11; // .xyzw ~= same, but using sin()
|
|
uniform float4 _c12; // .xyz = mip info for main image
|
|
// (.x=#across, .y=#down, .z=avg)
|
|
// .w = unused
|
|
uniform float4 _c13; // .xy = blur2_min, blur2_max
|
|
// .zw = blur3_min, blur3_max
|
|
uniform float4 _qa; // q vars bank 1 [q1-q4]
|
|
uniform float4 _qb; // q vars bank 2 [q5-q8]
|
|
uniform float4 _qc; // q vars ...
|
|
uniform float4 _qd; // q vars
|
|
uniform float4 _qe; // q vars
|
|
uniform float4 _qf; // q vars
|
|
uniform float4 _qg; // q vars
|
|
uniform float4 _qh; // q vars bank 8 [q29-q32]
|
|
|
|
// note: in general, don't use the current time w/the *dynamic* rotations!
|
|
|
|
// four random, static rotations, randomized at preset load time.
|
|
// minor translation component (<1).
|
|
uniform float4x3 rot_s1;
|
|
uniform float4x3 rot_s2;
|
|
uniform float4x3 rot_s3;
|
|
uniform float4x3 rot_s4;
|
|
|
|
// four random, slowly changing rotations.
|
|
uniform float4x3 rot_d1;
|
|
uniform float4x3 rot_d2;
|
|
uniform float4x3 rot_d3;
|
|
uniform float4x3 rot_d4;
|
|
|
|
// faster-changing.
|
|
uniform float4x3 rot_f1;
|
|
uniform float4x3 rot_f2;
|
|
uniform float4x3 rot_f3;
|
|
uniform float4x3 rot_f4;
|
|
|
|
// very-fast-changing.
|
|
uniform float4x3 rot_vf1;
|
|
uniform float4x3 rot_vf2;
|
|
uniform float4x3 rot_vf3;
|
|
uniform float4x3 rot_vf4;
|
|
|
|
// ultra-fast-changing.
|
|
uniform float4x3 rot_uf1;
|
|
uniform float4x3 rot_uf2;
|
|
uniform float4x3 rot_uf3;
|
|
uniform float4x3 rot_uf4;
|
|
|
|
// Random every frame.
|
|
uniform float4x3 rot_rand1;
|
|
uniform float4x3 rot_rand2;
|
|
uniform float4x3 rot_rand3;
|
|
uniform float4x3 rot_rand4;
|
|
|
|
#define time _c2.x
|
|
#define fps _c2.y
|
|
#define frame _c2.z
|
|
#define progress _c2.w
|
|
#define bass _c3.x
|
|
#define mid _c3.y
|
|
#define treb _c3.z
|
|
#define vol _c3.w
|
|
#define bass_att _c4.x
|
|
#define mid_att _c4.y
|
|
#define treb_att _c4.z
|
|
#define vol_att _c4.w
|
|
#define q1 _qa.x
|
|
#define q2 _qa.y
|
|
#define q3 _qa.z
|
|
#define q4 _qa.w
|
|
#define q5 _qb.x
|
|
#define q6 _qb.y
|
|
#define q7 _qb.z
|
|
#define q8 _qb.w
|
|
#define q9 _qc.x
|
|
#define q10 _qc.y
|
|
#define q11 _qc.z
|
|
#define q12 _qc.w
|
|
#define q13 _qd.x
|
|
#define q14 _qd.y
|
|
#define q15 _qd.z
|
|
#define q16 _qd.w
|
|
#define q17 _qe.x
|
|
#define q18 _qe.y
|
|
#define q19 _qe.z
|
|
#define q20 _qe.w
|
|
#define q21 _qf.x
|
|
#define q22 _qf.y
|
|
#define q23 _qf.z
|
|
#define q24 _qf.w
|
|
#define q25 _qg.x
|
|
#define q26 _qg.y
|
|
#define q27 _qg.z
|
|
#define q28 _qg.w
|
|
#define q29 _qh.x
|
|
#define q30 _qh.y
|
|
#define q31 _qh.z
|
|
#define q32 _qh.w
|
|
|
|
#define aspect _c0
|
|
|
|
// .xy = (w,h); .zw = (1/(float)w, 1/(float)h)
|
|
#define texsize _c7
|
|
|
|
#define roam_cos _c8
|
|
#define roam_sin _c9
|
|
#define slow_roam_cos _c10
|
|
#define slow_roam_sin _c11
|
|
#define mip_x _c12.x
|
|
#define mip_y _c12.y
|
|
#define mip_xy _c12.xy
|
|
#define mip_avg _c12.z
|
|
#define blur1_min _c6.z
|
|
#define blur1_max _c6.w
|
|
#define blur2_min _c13.x
|
|
#define blur2_max _c13.y
|
|
#define blur3_min _c13.z
|
|
#define blur3_max _c13.w
|
|
|
|
#define sampler_FC_main sampler_fc_main
|
|
#define sampler_PC_main sampler_pc_main
|
|
#define sampler_FW_main sampler_fw_main
|
|
#define sampler_PW_main sampler_pw_main
|
|
|
|
#define GetMain(uv) (tex2D(sampler_main,uv).xyz)
|
|
#define GetPixel(uv) (tex2D(sampler_main,uv).xyz)
|
|
#define GetBlur1(uv) (tex2D(sampler_blur1,uv).xyz*_c5.x + _c5.y)
|
|
#define GetBlur2(uv) (tex2D(sampler_blur2,uv).xyz*_c5.z + _c5.w)
|
|
#define GetBlur3(uv) (tex2D(sampler_blur3,uv).xyz*_c6.x + _c6.y)
|
|
|
|
#define lum(x) (dot(x,float3(0.32,0.49,0.29)))
|
|
#define tex2d tex2D
|
|
#define tex3d tex3D
|
|
)";
|
|
|
|
const std::string kBlurVertexShaderGlsl330 = R"(
|
|
layout(location = 0) in vec2 vertex_position;
|
|
layout(location = 1) in vec2 vertex_texture;
|
|
|
|
out vec2 fragment_texture;
|
|
|
|
void main(){
|
|
gl_Position = vec4(vertex_position, 0.0, 1.0);
|
|
fragment_texture = vertex_texture;
|
|
}
|
|
)";
|
|
|
|
std::string kBlur1FragmentShaderGlsl330 = R"(
|
|
precision mediump float;
|
|
|
|
in vec2 fragment_texture;
|
|
|
|
uniform sampler2D texture_sampler;
|
|
uniform vec4 _c0; // source texsize (.xy), and inverse (.zw)
|
|
uniform vec4 _c1; // w1..w4
|
|
uniform vec4 _c2; // d1..d4
|
|
uniform vec4 _c3; // scale, bias, w_div
|
|
|
|
out vec4 color;
|
|
|
|
void main(){
|
|
// LONG HORIZ. PASS 1:
|
|
#define srctexsize _c0
|
|
#define w1 _c1.x
|
|
#define w2 _c1.y
|
|
#define w3 _c1.z
|
|
#define w4 _c1.w
|
|
#define d1 _c2.x
|
|
#define d2 _c2.y
|
|
#define d3 _c2.z
|
|
#define d4 _c2.w
|
|
#define fscale _c3.x
|
|
#define fbias _c3.y
|
|
#define w_div _c3.z
|
|
|
|
// note: if you just take one sample at exactly uv.xy, you get an avg of 4
|
|
// pixels.
|
|
|
|
// + moves blur UP, LEFT by 1-pixel increments
|
|
vec2 uv2 = fragment_texture.xy + srctexsize.zw*vec2(1.0,1.0);
|
|
|
|
vec3 blur =
|
|
(texture2D(texture_sampler, uv2 + vec2(d1 * srctexsize.z, 0)).xyz +
|
|
texture2D(texture_sampler, uv2 + vec2(-d1 * srctexsize.z, 0)).xyz) *
|
|
w1 +
|
|
(texture2D(texture_sampler, uv2 + vec2(d2 * srctexsize.z, 0)).xyz +
|
|
texture2D(texture_sampler, uv2 + vec2(-d2 * srctexsize.z, 0)).xyz) *
|
|
w2 +
|
|
(texture2D(texture_sampler, uv2 + vec2(d3 * srctexsize.z, 0)).xyz +
|
|
texture2D(texture_sampler, uv2 + vec2(-d3 * srctexsize.z, 0)).xyz) *
|
|
w3 +
|
|
(texture2D(texture_sampler, uv2 + vec2(d4 * srctexsize.z, 0)).xyz +
|
|
texture2D(texture_sampler, uv2 + vec2(-d4 * srctexsize.z, 0)).xyz) *
|
|
w4;
|
|
|
|
blur.xyz *= w_div;
|
|
|
|
blur.xyz = blur.xyz*fscale + fbias;
|
|
|
|
color.xyz = blur;
|
|
color.w = 1.0;
|
|
}
|
|
)";
|
|
|
|
std::string kBlur2FragmentShaderGlsl330 = R"(
|
|
precision mediump float;
|
|
|
|
in vec2 fragment_texture;
|
|
|
|
uniform sampler2D texture_sampler;
|
|
uniform vec4 _c0; // source texsize (.xy), and inverse (.zw)
|
|
uniform vec4 _c5; // w1,w2,d1,d2
|
|
uniform vec4 _c6; // w_div, edge_darken_c1, edge_darken_c2, edge_darken_c3
|
|
|
|
out vec4 color;
|
|
|
|
void main(){
|
|
// SHORT VERTICAL PASS 2:
|
|
#define srctexsize _c0
|
|
#define w1 _c5.x
|
|
#define w2 _c5.y
|
|
#define d1 _c5.z
|
|
#define d2 _c5.w
|
|
#define edge_darken_c1 _c6.y
|
|
#define edge_darken_c2 _c6.z
|
|
#define edge_darken_c3 _c6.w
|
|
#define w_div _c6.x
|
|
|
|
// note: if you just take one sample at exactly uv.xy, you get an avg of 4
|
|
// pixels.
|
|
|
|
// + moves blur UP, LEFT by TWO-pixel increments! (since texture is 1/2 the
|
|
// size of blur1_ps)
|
|
vec2 uv2 = fragment_texture.xy + srctexsize.zw*vec2(0,0);
|
|
|
|
vec3 blur =
|
|
(texture2D(texture_sampler, uv2 + vec2(0, d1 * srctexsize.w)).xyz +
|
|
texture2D(texture_sampler, uv2 + vec2(0, -d1 * srctexsize.w)).xyz) *
|
|
w1 +
|
|
(texture2D(texture_sampler, uv2 + vec2(0, d2 * srctexsize.w)).xyz +
|
|
texture2D(texture_sampler, uv2 + vec2(0, -d2 * srctexsize.w)).xyz) *
|
|
w2;
|
|
blur.xyz *= w_div;
|
|
|
|
// tone it down at the edges (only happens on 1st X pass!)
|
|
float t = min(min(fragment_texture.x, fragment_texture.y),
|
|
1.0 - max(fragment_texture.x, fragment_texture.y));
|
|
t = sqrt(t);
|
|
t = edge_darken_c1 + edge_darken_c2 * clamp(t * edge_darken_c3, 0.0, 1.0);
|
|
blur.xyz *= t;
|
|
|
|
color.xyz = blur;
|
|
color.w = 1.0;
|
|
}
|
|
)";
|
|
|
|
} // namespace
|
|
|
|
StaticGlShaders::StaticGlShaders(bool use_gles) : use_gles_(use_gles) {
|
|
version_ = QueryGlslVersion();
|
|
|
|
if (use_gles_) {
|
|
// If GLES is specified, override the version header.
|
|
version_header_ = "#version 300 es";
|
|
glsl_generator_version_ = M4::GLSLGenerator::Version::Version_300_ES;
|
|
} else {
|
|
if (version_.major < 3) {
|
|
// For all GLSL versions less than 3.*, use the GLSL1.2 shaders.
|
|
version_header_ = "#version 120";
|
|
glsl_generator_version_ = M4::GLSLGenerator::Version::Version_120;
|
|
} else {
|
|
version_header_ = "#version 330";
|
|
glsl_generator_version_ = M4::GLSLGenerator::Version::Version_330;
|
|
}
|
|
}
|
|
}
|
|
|
|
StaticGlShaders::GlslVersion StaticGlShaders::QueryGlslVersion() {
|
|
std::string glsl_version_string = reinterpret_cast<const char *>(
|
|
glGetString(GL_SHADING_LANGUAGE_VERSION));
|
|
size_t dot_location = glsl_version_string.find('.');
|
|
size_t end_location = glsl_version_string.find(' ');
|
|
auto major_string = glsl_version_string.substr(0, dot_location);
|
|
auto minor_string = glsl_version_string.substr(dot_location + 1,
|
|
end_location - dot_location);
|
|
int major = std::stoi(major_string);
|
|
int minor = std::stoi(minor_string);
|
|
|
|
return GlslVersion{major, minor};
|
|
}
|
|
|
|
std::string StaticGlShaders::AddVersionHeader(std::string shader_text) {
|
|
return version_header_ + "\n" + shader_text;
|
|
}
|
|
|
|
#define DECLARE_SHADER_ACCESSOR(name) \
|
|
std::string StaticGlShaders::Get##name() { \
|
|
if (use_gles_) { \
|
|
return AddVersionHeader(k##name##Glsl330); \
|
|
} \
|
|
if (version_.major < 3) { \
|
|
return AddVersionHeader(k##name##Glsl120); \
|
|
} \
|
|
return AddVersionHeader(k##name##Glsl330); \
|
|
}
|
|
|
|
#define DECLARE_SHADER_ACCESSOR_NO_HEADER(name) \
|
|
std::string StaticGlShaders::Get##name() { \
|
|
if (use_gles_) { \
|
|
return k##name##Glsl330; \
|
|
} \
|
|
if (version_.major < 3) { \
|
|
return k##name##Glsl120; \
|
|
} \
|
|
return k##name##Glsl330; \
|
|
}
|
|
|
|
DECLARE_SHADER_ACCESSOR(PresetWarpVertexShader);
|
|
DECLARE_SHADER_ACCESSOR(PresetCompVertexShader);
|
|
DECLARE_SHADER_ACCESSOR(V2fC4fVertexShader);
|
|
DECLARE_SHADER_ACCESSOR(V2fC4fFragmentShader);
|
|
DECLARE_SHADER_ACCESSOR(V2fC4fT2fVertexShader);
|
|
DECLARE_SHADER_ACCESSOR(V2fC4fT2fFragmentShader);
|
|
DECLARE_SHADER_ACCESSOR(BlurVertexShader);
|
|
DECLARE_SHADER_ACCESSOR(Blur1FragmentShader);
|
|
DECLARE_SHADER_ACCESSOR(Blur2FragmentShader);
|
|
DECLARE_SHADER_ACCESSOR_NO_HEADER(PresetShaderHeader);
|