Files
projectm/src/libprojectM/Renderer/StaticGlShaders.cpp
2020-09-01 20:44:00 +04:00

822 lines
24 KiB
C++

#include "StaticGlShaders.h"
#include "projectM-opengl.h"
namespace {
// Variants of shaders for GLSL1.2
const std::string kPresetWarpVertexShaderGlsl120 = R"(
attribute vec2 vertex_position;
attribute vec4 vertex_color;
attribute vec2 vertex_texture;
uniform mat4 vertex_transformation;
varying vec4 frag_COLOR;
varying vec4 frag_TEXCOORD0;
varying vec2 frag_TEXCOORD1;
void main(){
vec4 position = vertex_transformation * vec4(vertex_position, 0.0, 1.0);
gl_Position = position;
frag_COLOR = vertex_color;
frag_TEXCOORD0.xy = vertex_texture;
frag_TEXCOORD0.zw = position.xy;
frag_TEXCOORD1 = vec2(0.0, 0.0);
}
)";
const std::string kPresetCompVertexShaderGlsl120 = R"(
attribute vec2 vertex_position;
attribute vec4 vertex_color;
attribute vec2 vertex_texture;
attribute vec2 vertex_rad_ang;
varying vec4 frag_COLOR;
varying vec2 frag_TEXCOORD0;
varying vec2 frag_TEXCOORD1;
void main(){
vec4 position = vec4(vertex_position, 0.0, 1.0);
gl_Position = position;
frag_COLOR = vertex_color;
frag_TEXCOORD0 = vertex_texture;
frag_TEXCOORD1 = vertex_rad_ang;
}
)";
const std::string kV2fC4fVertexShaderGlsl120 = R"(
attribute vec2 vertex_position;
attribute vec4 vertex_color;
uniform mat4 vertex_transformation;
uniform float vertex_point_size;
varying vec4 fragment_color;
void main(){
gl_Position = vertex_transformation * vec4(vertex_position, 0.0, 1.0);
gl_PointSize = vertex_point_size;
fragment_color = vertex_color;
}
)";
const std::string kV2fC4fFragmentShaderGlsl120 = R"(
varying vec4 fragment_color;
void main(){
gl_FragColor = fragment_color;
}
)";
const std::string kV2fC4fT2fVertexShaderGlsl120 = R"(
attribute vec2 vertex_position;
attribute vec4 vertex_color;
attribute vec2 vertex_texture;
uniform mat4 vertex_transformation;
varying vec4 fragment_color;
varying vec2 fragment_texture;
void main(){
gl_Position = vertex_transformation * vec4(vertex_position, 0.0, 1.0);
fragment_color = vertex_color;
fragment_texture = vertex_texture;
}
)";
const std::string kV2fC4fT2fFragmentShaderGlsl120 = R"(
varying vec4 fragment_color;
varying vec2 fragment_texture;
uniform sampler2D texture_sampler;
varying vec4 color;
void main(){
gl_FragColor = fragment_color * texture2D(texture_sampler,
fragment_texture.st);
}
)";
const std::string kPresetShaderHeaderGlsl120 = R"(
#define M_PI 3.14159265359
#define M_PI_2 6.28318530718
#define M_INV_PI_2 0.159154943091895
uniform float4 rand_frame; // random float4, updated each frame
uniform float4 rand_preset; // random float4, updated once per *preset*
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 kBlurVertexShaderGlsl120 = R"(
attribute vec2 vertex_position;
attribute vec2 vertex_texture;
varying vec2 fragment_texture;
void main(){
gl_Position = vec4(vertex_position, 0.0, 1.0);
fragment_texture = vertex_texture;
}
)";
std::string kBlur1FragmentShaderGlsl120 = R"(
varying 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
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;
gl_FragColor.xyz = blur;
gl_FragColor.w = 1.0;
}
)";
std::string kBlur2FragmentShaderGlsl120 = R"(
varying 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
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;
gl_FragColor.xyz = blur;
gl_FragColor.w = 1.0;
}
)";
// Variants of shaders for GLSL3.3
const std::string kPresetWarpVertexShaderGlsl330 = R"(
layout(location = 0) in vec2 vertex_position;
layout(location = 1) in vec4 vertex_color;
layout(location = 2) in vec2 vertex_texture;
uniform mat4 vertex_transformation;
out vec4 frag_COLOR;
out vec4 frag_TEXCOORD0;
out vec2 frag_TEXCOORD1;
void main(){
vec4 position = vertex_transformation * vec4(vertex_position, 0.0, 1.0);
gl_Position = position;
frag_COLOR = vertex_color;
frag_TEXCOORD0.xy = vertex_texture;
frag_TEXCOORD0.zw = position.xy;
frag_TEXCOORD1 = vec2(0.0, 0.0);
}
)";
const std::string kPresetCompVertexShaderGlsl330 = R"(
layout(location = 0) in vec2 vertex_position;
layout(location = 1) in vec4 vertex_color;
layout(location = 2) in vec2 vertex_texture;
layout(location = 3) in vec2 vertex_rad_ang;
out vec4 frag_COLOR;
out vec2 frag_TEXCOORD0;
out vec2 frag_TEXCOORD1;
void main(){
vec4 position = vec4(vertex_position, 0.0, 1.0);
gl_Position = position;
frag_COLOR = vertex_color;
frag_TEXCOORD0 = vertex_texture;
frag_TEXCOORD1 = vertex_rad_ang;
}
)";
const std::string kV2fC4fVertexShaderGlsl330 = R"(
layout(location = 0) in vec2 vertex_position;
layout(location = 1) in vec4 vertex_color;
uniform mat4 vertex_transformation;
uniform float vertex_point_size;
out vec4 fragment_color;
void main(){
gl_Position = vertex_transformation * vec4(vertex_position, 0.0, 1.0);
gl_PointSize = vertex_point_size;
fragment_color = vertex_color;
}
)";
const std::string kV2fC4fFragmentShaderGlsl330 = R"(
precision mediump float;
in vec4 fragment_color;
out vec4 color;
void main(){
color = fragment_color;
}
)";
const std::string kV2fC4fT2fVertexShaderGlsl330 = R"(
layout(location = 0) in vec2 vertex_position;
layout(location = 1) in vec4 vertex_color;
layout(location = 2) in vec2 vertex_texture;
uniform mat4 vertex_transformation;
out vec4 fragment_color;
out vec2 fragment_texture;
void main(){
gl_Position = vertex_transformation * vec4(vertex_position, 0.0, 1.0);
fragment_color = vertex_color;
fragment_texture = vertex_texture;
}
)";
const std::string kV2fC4fT2fFragmentShaderGlsl330 = R"(
precision mediump float;
in vec4 fragment_color;
in vec2 fragment_texture;
uniform sampler2D texture_sampler;
out vec4 color;
void main(){
color = fragment_color * texture2D(texture_sampler, fragment_texture.st);
}
)";
const std::string kPresetShaderHeaderGlsl330 = R"(
#define M_PI 3.14159265359
#define M_PI_2 6.28318530718
#define M_INV_PI_2 0.159154943091895
uniform float4 rand_frame; // random float4, updated each frame
uniform float4 rand_preset; // random float4, updated once per *preset*
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);