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@@ -28,12 +28,402 @@
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// C++
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// C++
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#include <string>
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#include <string>
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+#include <regex>
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+#include <sstream>
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namespace love
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namespace love
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{
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{
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namespace graphics
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namespace graphics
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{
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{
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+namespace glsl
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+{
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+static const char global_syntax[] = R"(
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+#if !defined(GL_ES) && __VERSION__ < 140
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+ #define lowp
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+ #define mediump
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+ #define highp
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+#endif
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+#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)
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+ #define LOVE_HIGHP_OR_MEDIUMP highp
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+#else
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+ #define LOVE_HIGHP_OR_MEDIUMP mediump
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+#endif
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+#define number float
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+#define Image sampler2D
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+#define ArrayImage sampler2DArray
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+#define CubeImage samplerCube
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+#define VolumeImage sampler3D
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+#if __VERSION__ >= 300 && !defined(LOVE_GLSL1_ON_GLSL3)
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+ #define DepthImage sampler2DShadow
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+ #define DepthArrayImage sampler2DArrayShadow
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+ #define DepthCubeImage samplerCubeShadow
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+#endif
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+#define extern uniform
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+#ifdef GL_EXT_texture_array
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+#extension GL_EXT_texture_array : enable
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+#endif
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+#ifdef GL_OES_texture_3D
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+#extension GL_OES_texture_3D : enable
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+#endif
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+#ifdef GL_OES_standard_derivatives
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+#extension GL_OES_standard_derivatives : enable
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+#endif
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+)";
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+
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+static const char global_uniforms[] = R"(
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+// According to the GLSL ES 1.0 spec, uniform precision must match between stages,
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+// but we can't guarantee that highp is always supported in fragment shaders...
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+// We *really* don't want to use mediump for these in vertex shaders though.
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+uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[13];
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+
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+// These are initialized in love_initializeBuiltinUniforms below. GLSL ES can't
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+// do it as an initializer.
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+LOVE_HIGHP_OR_MEDIUMP mat4 TransformMatrix;
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+LOVE_HIGHP_OR_MEDIUMP mat4 ProjectionMatrix;
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+LOVE_HIGHP_OR_MEDIUMP mat3 NormalMatrix;
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+
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+LOVE_HIGHP_OR_MEDIUMP vec4 love_ScreenSize;
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+LOVE_HIGHP_OR_MEDIUMP vec4 ConstantColor;
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+
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+#define TransformProjectionMatrix (ProjectionMatrix * TransformMatrix)
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+
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+// Alternate names
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+#define ViewSpaceFromLocal TransformMatrix
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+#define ClipSpaceFromView ProjectionMatrix
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+#define ClipSpaceFromLocal TransformProjectionMatrix
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+#define ViewNormalFromLocal NormalMatrix
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+
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+void love_initializeBuiltinUniforms() {
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+ TransformMatrix = mat4(
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+ love_UniformsPerDraw[0],
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+ love_UniformsPerDraw[1],
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+ love_UniformsPerDraw[2],
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+ love_UniformsPerDraw[3]
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+ );
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+
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+ ProjectionMatrix = mat4(
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+ love_UniformsPerDraw[4],
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+ love_UniformsPerDraw[5],
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+ love_UniformsPerDraw[6],
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+ love_UniformsPerDraw[7]
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+ );
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+
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+ NormalMatrix = mat3(
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+ love_UniformsPerDraw[8].xyz,
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+ love_UniformsPerDraw[9].xyz,
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+ love_UniformsPerDraw[10].xyz
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+ );
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+
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+ love_ScreenSize = love_UniformsPerDraw[11];
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+ ConstantColor = love_UniformsPerDraw[12];
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+}
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+)";
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+
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+static const char global_functions[] = R"(
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+#ifdef GL_ES
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+ #if __VERSION__ >= 300 || defined(GL_EXT_texture_array)
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+ precision lowp sampler2DArray;
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+ #endif
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+ #if __VERSION__ >= 300 || defined(GL_OES_texture_3D)
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+ precision lowp sampler3D;
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+ #endif
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+ #if __VERSION__ >= 300
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+ precision lowp sampler2DShadow;
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+ precision lowp samplerCubeShadow;
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+ precision lowp sampler2DArrayShadow;
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+ #endif
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+#endif
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+
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+#if __VERSION__ >= 130 && !defined(LOVE_GLSL1_ON_GLSL3)
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+ #define Texel texture
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+#else
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+ #if __VERSION__ >= 130
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+ #define texture2D Texel
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+ #define texture3D Texel
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+ #define textureCube Texel
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+ #define texture2DArray Texel
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+ #define love_texture2D texture
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+ #define love_texture3D texture
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+ #define love_textureCube texture
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+ #define love_texture2DArray texture
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+ #else
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+ #define love_texture2D texture2D
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+ #define love_texture3D texture3D
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+ #define love_textureCube textureCube
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+ #define love_texture2DArray texture2DArray
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+ #endif
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+ vec4 Texel(sampler2D s, vec2 c) { return love_texture2D(s, c); }
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+ vec4 Texel(samplerCube s, vec3 c) { return love_textureCube(s, c); }
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+ #if __VERSION__ > 100 || defined(GL_OES_texture_3D)
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+ vec4 Texel(sampler3D s, vec3 c) { return love_texture3D(s, c); }
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+ #endif
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+ #if __VERSION__ >= 130 || defined(GL_EXT_texture_array)
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+ vec4 Texel(sampler2DArray s, vec3 c) { return love_texture2DArray(s, c); }
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+ #endif
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+ #ifdef PIXEL
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+ vec4 Texel(sampler2D s, vec2 c, float b) { return love_texture2D(s, c, b); }
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+ vec4 Texel(samplerCube s, vec3 c, float b) { return love_textureCube(s, c, b); }
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+ #if __VERSION__ > 100 || defined(GL_OES_texture_3D)
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+ vec4 Texel(sampler3D s, vec3 c, float b) { return love_texture3D(s, c, b); }
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+ #endif
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+ #if __VERSION__ >= 130 || defined(GL_EXT_texture_array)
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+ vec4 Texel(sampler2DArray s, vec3 c, float b) { return love_texture2DArray(s, c, b); }
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+ #endif
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+ #endif
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+ #define texture love_texture
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+#endif
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+
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+float gammaToLinearPrecise(float c) {
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+ return c <= 0.04045 ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4);
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+}
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+vec3 gammaToLinearPrecise(vec3 c) {
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+ bvec3 leq = lessThanEqual(c, vec3(0.04045));
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+ c.r = leq.r ? c.r / 12.92 : pow((c.r + 0.055) / 1.055, 2.4);
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+ c.g = leq.g ? c.g / 12.92 : pow((c.g + 0.055) / 1.055, 2.4);
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+ c.b = leq.b ? c.b / 12.92 : pow((c.b + 0.055) / 1.055, 2.4);
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+ return c;
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+}
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+vec4 gammaToLinearPrecise(vec4 c) { return vec4(gammaToLinearPrecise(c.rgb), c.a); }
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+float linearToGammaPrecise(float c) {
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+ return c < 0.0031308 ? c * 12.92 : 1.055 * pow(c, 1.0 / 2.4) - 0.055;
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+}
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+vec3 linearToGammaPrecise(vec3 c) {
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+ bvec3 lt = lessThanEqual(c, vec3(0.0031308));
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+ c.r = lt.r ? c.r * 12.92 : 1.055 * pow(c.r, 1.0 / 2.4) - 0.055;
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+ c.g = lt.g ? c.g * 12.92 : 1.055 * pow(c.g, 1.0 / 2.4) - 0.055;
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+ c.b = lt.b ? c.b * 12.92 : 1.055 * pow(c.b, 1.0 / 2.4) - 0.055;
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+ return c;
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+}
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+vec4 linearToGammaPrecise(vec4 c) { return vec4(linearToGammaPrecise(c.rgb), c.a); }
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+
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+// http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
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+
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+mediump float gammaToLinearFast(mediump float c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
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+mediump vec3 gammaToLinearFast(mediump vec3 c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
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+mediump vec4 gammaToLinearFast(mediump vec4 c) { return vec4(gammaToLinearFast(c.rgb), c.a); }
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+
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+mediump float linearToGammaFast(mediump float c) { return max(1.055 * pow(max(c, 0.0), 0.41666666) - 0.055, 0.0); }
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+mediump vec3 linearToGammaFast(mediump vec3 c) { return max(1.055 * pow(max(c, vec3(0.0)), vec3(0.41666666)) - 0.055, vec3(0.0)); }
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+mediump vec4 linearToGammaFast(mediump vec4 c) { return vec4(linearToGammaFast(c.rgb), c.a); }
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+
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+#define gammaToLinear gammaToLinearFast
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+#define linearToGamma linearToGammaFast
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+
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+#ifdef LOVE_GAMMA_CORRECT
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+ #define gammaCorrectColor gammaToLinear
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+ #define unGammaCorrectColor linearToGamma
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+ #define gammaCorrectColorPrecise gammaToLinearPrecise
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+ #define unGammaCorrectColorPrecise linearToGammaPrecise
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+ #define gammaCorrectColorFast gammaToLinearFast
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+ #define unGammaCorrectColorFast linearToGammaFast
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+#else
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+ #define gammaCorrectColor
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+ #define unGammaCorrectColor
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+ #define gammaCorrectColorPrecise
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+ #define unGammaCorrectColorPrecise
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+ #define gammaCorrectColorFast
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+ #define unGammaCorrectColorFast
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+#endif
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+)";
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+
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+static const char vertex_header[] = R"(
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+#define love_Position gl_Position
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+
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+#if __VERSION__ >= 130
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+ #define attribute in
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+ #define varying out
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+ #ifndef LOVE_GLSL1_ON_GLSL3
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+ #define love_VertexID gl_VertexID
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+ #define love_InstanceID gl_InstanceID
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+ #endif
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+#endif
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+
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+#ifdef GL_ES
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+ uniform mediump float love_PointSize;
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+#endif
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+)";
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+
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+static const char vertex_functions[] = R"(
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+void setPointSize() {
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+#ifdef GL_ES
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+ gl_PointSize = love_PointSize;
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+#endif
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+}
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+)";
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+
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+static const char vertex_main[] = R"(
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+attribute vec4 VertexPosition;
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+attribute vec4 VertexTexCoord;
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+attribute vec4 VertexColor;
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+
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+varying vec4 VaryingTexCoord;
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+varying vec4 VaryingColor;
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+
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+vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition);
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+
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+void main() {
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+ love_initializeBuiltinUniforms();
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+ VaryingTexCoord = VertexTexCoord;
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+ VaryingColor = gammaCorrectColor(VertexColor) * ConstantColor;
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+ setPointSize();
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+ love_Position = position(ClipSpaceFromLocal, VertexPosition);
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+}
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+)";
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+
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+static const char pixel_header[] = R"(
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+#ifdef GL_ES
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+ precision mediump float;
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+#endif
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+
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+#define love_MaxRenderTargets gl_MaxDrawBuffers
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+
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+#if __VERSION__ >= 130
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+ #define varying in
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+ // Some drivers seem to make the pixel shader do more work when multiple
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+ // pixel shader outputs are defined, even when only one is actually used.
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+ // TODO: We should use reflection or something instead of this, to determine
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+ // how many outputs are actually used in the shader code.
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+ #ifdef LOVE_MULTI_RENDER_TARGETS
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+ layout(location = 0) out vec4 love_RenderTargets[love_MaxRenderTargets];
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+ #define love_PixelColor love_RenderTargets[0]
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+ #else
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+ layout(location = 0) out vec4 love_PixelColor;
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+ #endif
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+#else
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+ #ifdef LOVE_MULTI_RENDER_TARGETS
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+ #define love_RenderTargets gl_FragData
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+ #endif
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+ #define love_PixelColor gl_FragColor
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+#endif
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+
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+// Legacy
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+#define love_MaxCanvases love_MaxRenderTargets
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+#define love_Canvases love_RenderTargets
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+#ifdef LOVE_MULTI_RENDER_TARGETS
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+#define LOVE_MULTI_CANVASES 1
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+#endif
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+
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+// See Shader::updateScreenParams in Shader.cpp.
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+#define love_PixelCoord (vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w))
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+)";
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+
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+static const char pixel_functions[] = R"(
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+uniform sampler2D love_VideoYChannel;
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+uniform sampler2D love_VideoCbChannel;
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+uniform sampler2D love_VideoCrChannel;
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+
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+vec4 VideoTexel(vec2 texcoords) {
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+ vec3 yuv;
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+ yuv[0] = Texel(love_VideoYChannel, texcoords).r;
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+ yuv[1] = Texel(love_VideoCbChannel, texcoords).r;
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+ yuv[2] = Texel(love_VideoCrChannel, texcoords).r;
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+ yuv += vec3(-0.0627451017, -0.501960814, -0.501960814);
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+
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+ vec4 color;
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+ color.r = dot(yuv, vec3(1.164, 0.000, 1.596));
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+ color.g = dot(yuv, vec3(1.164, -0.391, -0.813));
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+ color.b = dot(yuv, vec3(1.164, 2.018, 0.000));
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+ color.a = 1.0;
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+
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+ return gammaCorrectColor(color);
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+}
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+)";
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+
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+static const char pixel_main[] = R"(
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+uniform sampler2D MainTex;
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+varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
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+varying mediump vec4 VaryingColor;
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+
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+vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord);
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+
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+void main() {
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+ love_initializeBuiltinUniforms();
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+ love_PixelColor = effect(VaryingColor, MainTex, VaryingTexCoord.st, love_PixelCoord);
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+}
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+)";
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+
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+static const char pixel_main_custom[] = R"(
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+varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
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+varying mediump vec4 VaryingColor;
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+
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+void effect();
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+
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+void main() {
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+ love_initializeBuiltinUniforms();
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+ effect();
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+}
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+)";
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+
|
|
|
|
+struct StageInfo
|
|
|
|
+{
|
|
|
|
+ const char *name;
|
|
|
|
+ const char *header;
|
|
|
|
+ const char *functions;
|
|
|
|
+ const char *main;
|
|
|
|
+ const char *main_custom;
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+static const StageInfo stageInfo[] =
|
|
|
|
+{
|
|
|
|
+ { "VERTEX", vertex_header, vertex_functions, vertex_main, vertex_main },
|
|
|
|
+ { "PIXEL", pixel_header, pixel_functions, pixel_main, pixel_main_custom },
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+static_assert((sizeof(stageInfo) / sizeof(StageInfo)) == ShaderStage::STAGE_MAX_ENUM, "Stages array size must match ShaderStage enum.");
|
|
|
|
+
|
|
|
|
+struct Version
|
|
|
|
+{
|
|
|
|
+ std::string glsl;
|
|
|
|
+ std::string glsles;
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+// Indexed by Shader::Version
|
|
|
|
+static const Version versions[] =
|
|
|
|
+{
|
|
|
|
+ { "#version 120", "#version 100" },
|
|
|
|
+ { "#version 330 core", "#version 300 es" },
|
|
|
|
+ { "#version 430 core", "#version 310 es" },
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+static Shader::Language getTargetLanguage(const std::string &src)
|
|
|
|
+{
|
|
|
|
+ std::regex r("^\\s*#pragma language (\\w+)");
|
|
|
|
+ std::smatch m;
|
|
|
|
+ std::string langstr = std::regex_search(src, m, r) ? m[0] : std::string("glsl1");
|
|
|
|
+ Shader::Language lang = Shader::LANGUAGE_MAX_ENUM;
|
|
|
|
+ Shader::getConstant(langstr.c_str(), lang);
|
|
|
|
+ return lang;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+static bool isVertexCode(const std::string &src)
|
|
|
|
+{
|
|
|
|
+ std::regex r("vec4\\s+position\\s*\\(");
|
|
|
|
+ std::smatch m;
|
|
|
|
+ return std::regex_search(src, m, r);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+static bool isPixelCode(const std::string &src, bool &custompixel, bool &mrt)
|
|
|
|
+{
|
|
|
|
+ custompixel = false;
|
|
|
|
+ mrt = false;
|
|
|
|
+ std::smatch m;
|
|
|
|
+ if (std::regex_search(src, m, std::regex("vec4\\s+effect\\s*\\(")))
|
|
|
|
+ return true;
|
|
|
|
+
|
|
|
|
+ if (std::regex_search(src, m, std::regex("void\\s+effect\\s*\\(")))
|
|
|
|
+ {
|
|
|
|
+ custompixel = true;
|
|
|
|
+ if (src.find("love_RenderTargets") != std::string::npos || src.find("love_Canvases") != std::string::npos)
|
|
|
|
+ mrt = true;
|
|
|
|
+ return true;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ return false;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+} // glsl
|
|
|
|
+
|
|
static_assert(sizeof(Shader::BuiltinUniformData) == sizeof(float) * 4 * 13, "Update the array in wrap_GraphicsShader.lua if this changes.");
|
|
static_assert(sizeof(Shader::BuiltinUniformData) == sizeof(float) * 4 * 13, "Update the array in wrap_GraphicsShader.lua if this changes.");
|
|
|
|
|
|
love::Type Shader::type("Shader", &Object::type);
|
|
love::Type Shader::type("Shader", &Object::type);
|
|
@@ -41,6 +431,59 @@ love::Type Shader::type("Shader", &Object::type);
|
|
Shader *Shader::current = nullptr;
|
|
Shader *Shader::current = nullptr;
|
|
Shader *Shader::standardShaders[Shader::STANDARD_MAX_ENUM] = {nullptr};
|
|
Shader *Shader::standardShaders[Shader::STANDARD_MAX_ENUM] = {nullptr};
|
|
|
|
|
|
|
|
+Shader::SourceInfo Shader::getSourceInfo(const std::string &src)
|
|
|
|
+{
|
|
|
|
+ SourceInfo info = {};
|
|
|
|
+ info.language = glsl::getTargetLanguage(src);
|
|
|
|
+ info.isStage[ShaderStage::STAGE_VERTEX] = glsl::isVertexCode(src);
|
|
|
|
+ info.isStage[ShaderStage::STAGE_PIXEL] = glsl::isPixelCode(src, info.customPixelFunction, info.usesMRT);
|
|
|
|
+ return info;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+std::string Shader::createShaderStageCode(Graphics *gfx, ShaderStage::StageType stage, const std::string &code, const Shader::SourceInfo &info)
|
|
|
|
+{
|
|
|
|
+ if (info.language == Shader::LANGUAGE_MAX_ENUM)
|
|
|
|
+ throw love::Exception("Invalid shader language");
|
|
|
|
+
|
|
|
|
+ const auto &features = gfx->getCapabilities().features;
|
|
|
|
+
|
|
|
|
+ if (info.language == LANGUAGE_GLSL3 && !features[Graphics::FEATURE_GLSL3])
|
|
|
|
+ throw love::Exception("GLSL 3 shaders are not supported on this system.");
|
|
|
|
+
|
|
|
|
+ if (info.language == LANGUAGE_GLSL4 && !features[Graphics::FEATURE_GLSL4])
|
|
|
|
+ throw love::Exception("GLSL 4 shaders are not supported on this system.");
|
|
|
|
+
|
|
|
|
+ bool gles = gfx->getRenderer() == Graphics::RENDERER_OPENGLES;
|
|
|
|
+ bool glsl1on3 = info.language == LANGUAGE_GLSL1 && features[Graphics::FEATURE_GLSL3];
|
|
|
|
+
|
|
|
|
+ Language lang = info.language;
|
|
|
|
+ if (glsl1on3)
|
|
|
|
+ lang = LANGUAGE_GLSL3;
|
|
|
|
+
|
|
|
|
+ glsl::StageInfo stageinfo = glsl::stageInfo[stage];
|
|
|
|
+
|
|
|
|
+ std::stringstream ss;
|
|
|
|
+
|
|
|
|
+ ss << (gles ? glsl::versions[lang].glsles : glsl::versions[lang].glsl) << "\n";
|
|
|
|
+ ss << "#define " << stageinfo.name << " " << stageinfo.name << "\n";
|
|
|
|
+ if (glsl1on3)
|
|
|
|
+ ss << "#define LOVE_GLSL1_ON_GLSL3 1\n";
|
|
|
|
+ if (isGammaCorrect())
|
|
|
|
+ ss << "#define LOVE_GAMMA_CORRECT 1\n";
|
|
|
|
+ if (info.usesMRT)
|
|
|
|
+ ss << "#define LOVE_MULTI_RENDER_TARGETS 1";
|
|
|
|
+ ss << glsl::global_syntax;
|
|
|
|
+ ss << stageinfo.header;
|
|
|
|
+ ss << glsl::global_uniforms;
|
|
|
|
+ ss << glsl::global_functions;
|
|
|
|
+ ss << stageinfo.functions;
|
|
|
|
+ ss << (info.customPixelFunction ? stageinfo.main_custom : stageinfo.main);
|
|
|
|
+ ss << ((!gles && (lang == Shader::LANGUAGE_GLSL1 || glsl1on3)) ? "#line 0\n" : "#line 1\n");
|
|
|
|
+ ss << code;
|
|
|
|
+
|
|
|
|
+ return ss.str();
|
|
|
|
+}
|
|
|
|
+
|
|
Shader::Shader(ShaderStage *vertex, ShaderStage *pixel)
|
|
Shader::Shader(ShaderStage *vertex, ShaderStage *pixel)
|
|
: stages()
|
|
: stages()
|
|
{
|
|
{
|
|
@@ -157,47 +600,93 @@ void Shader::deinitialize()
|
|
glslang::FinalizeProcess();
|
|
glslang::FinalizeProcess();
|
|
}
|
|
}
|
|
|
|
|
|
-bool Shader::getConstant(const char *in, Language &out)
|
|
|
|
|
|
+static const std::string defaultVertex = R"(
|
|
|
|
+vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition)
|
|
{
|
|
{
|
|
- return languages.find(in, out);
|
|
|
|
|
|
+ return clipSpaceFromLocal * localPosition;
|
|
}
|
|
}
|
|
|
|
+)";
|
|
|
|
|
|
-bool Shader::getConstant(Language in, const char *&out)
|
|
|
|
|
|
+static const std::string defaultStandardPixel = R"(
|
|
|
|
+vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord)
|
|
{
|
|
{
|
|
- return languages.find(in, out);
|
|
|
|
|
|
+ return Texel(tex, texcoord) * vcolor;
|
|
}
|
|
}
|
|
|
|
+)";
|
|
|
|
|
|
-bool Shader::getConstant(const char *in, BuiltinUniform &out)
|
|
|
|
|
|
+static const std::string defaultVideoPixel = R"(
|
|
|
|
+void effect()
|
|
{
|
|
{
|
|
- return builtinNames.find(in, out);
|
|
|
|
|
|
+ love_PixelColor = VideoTexel(VaryingTexCoord.xy) * VaryingColor;
|
|
}
|
|
}
|
|
|
|
+)";
|
|
|
|
|
|
-bool Shader::getConstant(BuiltinUniform in, const char *&out)
|
|
|
|
|
|
+static const std::string defaultArrayPixel = R"(
|
|
|
|
+uniform ArrayImage MainTex;
|
|
|
|
+void effect()
|
|
{
|
|
{
|
|
- return builtinNames.find(in, out);
|
|
|
|
|
|
+ love_PixelColor = Texel(MainTex, VaryingTexCoord.xyz) * VaryingColor;
|
|
|
|
+}
|
|
|
|
+)";
|
|
|
|
+
|
|
|
|
+const std::string &Shader::getDefaultCode(StandardShader shader, ShaderStage::StageType stage)
|
|
|
|
+{
|
|
|
|
+ if (stage == ShaderStage::STAGE_VERTEX)
|
|
|
|
+ return defaultVertex;
|
|
|
|
+
|
|
|
|
+ static std::string nocode = "";
|
|
|
|
+
|
|
|
|
+ switch (shader)
|
|
|
|
+ {
|
|
|
|
+ case STANDARD_DEFAULT: return defaultStandardPixel;
|
|
|
|
+ case STANDARD_VIDEO: return defaultVideoPixel;
|
|
|
|
+ case STANDARD_ARRAY: return defaultArrayPixel;
|
|
|
|
+ case STANDARD_MAX_ENUM: return nocode;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ return nocode;
|
|
}
|
|
}
|
|
|
|
|
|
-StringMap<Shader::Language, Shader::LANGUAGE_MAX_ENUM>::Entry Shader::languageEntries[] =
|
|
|
|
|
|
+static StringMap<Shader::Language, Shader::LANGUAGE_MAX_ENUM>::Entry languageEntries[] =
|
|
{
|
|
{
|
|
- { "glsl1", LANGUAGE_GLSL1 },
|
|
|
|
- { "essl1", LANGUAGE_ESSL1 },
|
|
|
|
- { "glsl3", LANGUAGE_GLSL3 },
|
|
|
|
- { "essl3", LANGUAGE_ESSL3 },
|
|
|
|
|
|
+ { "glsl1", Shader::LANGUAGE_GLSL1 },
|
|
|
|
+ { "glsl3", Shader::LANGUAGE_GLSL3 },
|
|
|
|
+ { "glsl4", Shader::LANGUAGE_GLSL4 },
|
|
};
|
|
};
|
|
|
|
|
|
-StringMap<Shader::Language, Shader::LANGUAGE_MAX_ENUM> Shader::languages(Shader::languageEntries, sizeof(Shader::languageEntries));
|
|
|
|
|
|
+static StringMap<Shader::Language, Shader::LANGUAGE_MAX_ENUM> languages(languageEntries, sizeof(languageEntries));
|
|
|
|
|
|
-StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM>::Entry Shader::builtinNameEntries[] =
|
|
|
|
|
|
+static StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM>::Entry builtinNameEntries[] =
|
|
{
|
|
{
|
|
- { "MainTex", BUILTIN_TEXTURE_MAIN },
|
|
|
|
- { "love_VideoYChannel", BUILTIN_TEXTURE_VIDEO_Y },
|
|
|
|
- { "love_VideoCbChannel", BUILTIN_TEXTURE_VIDEO_CB },
|
|
|
|
- { "love_VideoCrChannel", BUILTIN_TEXTURE_VIDEO_CR },
|
|
|
|
- { "love_UniformsPerDraw", BUILTIN_UNIFORMS_PER_DRAW },
|
|
|
|
- { "love_PointSize", BUILTIN_POINT_SIZE },
|
|
|
|
|
|
+ { "MainTex", Shader::BUILTIN_TEXTURE_MAIN },
|
|
|
|
+ { "love_VideoYChannel", Shader::BUILTIN_TEXTURE_VIDEO_Y },
|
|
|
|
+ { "love_VideoCbChannel", Shader::BUILTIN_TEXTURE_VIDEO_CB },
|
|
|
|
+ { "love_VideoCrChannel", Shader::BUILTIN_TEXTURE_VIDEO_CR },
|
|
|
|
+ { "love_UniformsPerDraw", Shader::BUILTIN_UNIFORMS_PER_DRAW },
|
|
|
|
+ { "love_PointSize", Shader::BUILTIN_POINT_SIZE },
|
|
};
|
|
};
|
|
|
|
|
|
-StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM> Shader::builtinNames(Shader::builtinNameEntries, sizeof(Shader::builtinNameEntries));
|
|
|
|
|
|
+static StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM> builtinNames(builtinNameEntries, sizeof(builtinNameEntries));
|
|
|
|
+
|
|
|
|
+bool Shader::getConstant(const char *in, Language &out)
|
|
|
|
+{
|
|
|
|
+ return languages.find(in, out);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+bool Shader::getConstant(Language in, const char *&out)
|
|
|
|
+{
|
|
|
|
+ return languages.find(in, out);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+bool Shader::getConstant(const char *in, BuiltinUniform &out)
|
|
|
|
+{
|
|
|
|
+ return builtinNames.find(in, out);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+bool Shader::getConstant(BuiltinUniform in, const char *&out)
|
|
|
|
+{
|
|
|
|
+ return builtinNames.find(in, out);
|
|
|
|
+}
|
|
|
|
|
|
} // graphics
|
|
} // graphics
|
|
} // love
|
|
} // love
|