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+R"luastring"--(
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+-- DO NOT REMOVE THE ABOVE LINE. It is used to load this file as a C++ string.
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+-- There is a matching delimiter at the bottom of the file.
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+
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+--[[
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+Copyright (c) 2006-2018 LOVE Development Team
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+
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+This software is provided 'as-is', without any express or implied
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+warranty. In no event will the authors be held liable for any damages
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+arising from the use of this software.
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+
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+Permission is granted to anyone to use this software for any purpose,
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+including commercial applications, and to alter it and redistribute it
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+freely, subject to the following restrictions:
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+
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+1. The origin of this software must not be misrepresented; you must not
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+claim that you wrote the original software. If you use this software
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+in a product, an acknowledgment in the product documentation would be
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+appreciated but is not required.
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+2. Altered source versions must be plainly marked as such, and must not be
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+misrepresented as being the original software.
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+3. This notice may not be removed or altered from any source distribution.
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+--]]
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+
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+local table_concat = table.concat
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+local ipairs = ipairs
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+
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+local GLSL = {}
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+
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+GLSL.VERSION = { -- index using [target][gles]
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+ glsl1 = {[false]="#version 120", [true]="#version 100"},
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+ glsl3 = {[false]="#version 330 core", [true]="#version 300 es"},
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+}
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+
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+GLSL.SYNTAX = [[
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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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+-- Uniforms shared by the vertex and pixel shader stages.
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+GLSL.UNIFORMS = [[
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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 mat4 ViewSpaceFromLocal;
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+uniform LOVE_HIGHP_OR_MEDIUMP mat4 ClipSpaceFromView;
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+uniform LOVE_HIGHP_OR_MEDIUMP mat4 ClipSpaceFromLocal;
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+uniform LOVE_HIGHP_OR_MEDIUMP mat3 ViewNormalFromLocal;
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+uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_ScreenSize;
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+
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+// Compatibility
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+#define TransformMatrix ViewSpaceFromLocal
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+#define ProjectionMatrix ClipSpaceFromView
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+#define TransformProjectionMatrix ClipSpaceFromLocal
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+#define NormalMatrix ViewNormalFromLocal
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+]]
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+
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+GLSL.FUNCTIONS = [[
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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 * 0.077399380804954 : pow((c + 0.055) * 0.9478672985782, 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 * 0.077399380804954 : pow((c.r + 0.055) * 0.9478672985782, 2.4);
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+ c.g = leq.g ? c.g * 0.077399380804954 : pow((c.g + 0.055) * 0.9478672985782, 2.4);
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+ c.b = leq.b ? c.b * 0.077399380804954 : pow((c.b + 0.055) * 0.9478672985782, 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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+GLSL.VERTEX = {
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+ HEADER = [[
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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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+ FUNCTIONS = [[
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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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+ MAIN = [[
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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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+attribute vec4 ConstantColor;
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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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+ 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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+GLSL.PIXEL = {
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+ HEADER = [[
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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_MaxCanvases 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_CANVAS
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+ layout(location = 0) out vec4 love_Canvases[love_MaxCanvases];
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+ #define love_PixelColor love_Canvases[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_CANVAS
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+ #define love_Canvases 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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+// 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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+ FUNCTIONS = [[
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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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+ MAIN = [[
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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_PixelColor = effect(VaryingColor, MainTex, VaryingTexCoord.st, love_PixelCoord);
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+}]],
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+
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+ MAIN_CUSTOM = [[
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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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+ effect();
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+}]],
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+}
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+
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+local function getLanguageTarget(code)
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+ if not code then return nil end
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+ return (code:match("^%s*#pragma language (%w+)")) or "glsl1"
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+end
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+
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+local function createShaderStageCode(stage, code, lang, gles, glsl1on3, gammacorrect, custom, multicanvas)
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+ stage = stage:upper()
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+ local lines = {
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+ GLSL.VERSION[lang][gles],
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+ "#define " ..stage .. " " .. stage,
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+ glsl1on3 and "#define LOVE_GLSL1_ON_GLSL3 1" or "",
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+ gammacorrect and "#define LOVE_GAMMA_CORRECT 1" or "",
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+ multicanvas and "#define LOVE_MULTI_CANVAS 1" or "",
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+ GLSL.SYNTAX,
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+ GLSL[stage].HEADER,
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+ GLSL.UNIFORMS,
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+ GLSL.FUNCTIONS,
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+ GLSL[stage].FUNCTIONS,
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+ custom and GLSL[stage].MAIN_CUSTOM or GLSL[stage].MAIN,
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+ ((lang == "glsl1" or glsl1on3) and not gles) and "#line 0" or "#line 1",
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+ code,
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+ }
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+ return table_concat(lines, "\n")
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+end
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+
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+local function isVertexCode(code)
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+ return code:match("vec4%s+position%s*%(") ~= nil
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+end
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+
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+local function isPixelCode(code)
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+ if code:match("vec4%s+effect%s*%(") then
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+ return true
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+ elseif code:match("void%s+effect%s*%(") then -- custom effect function
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+ local multicanvas = code:match("love_Canvases") ~= nil
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+ return true, true, multicanvas
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+ else
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+ return false
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+ end
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+end
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+
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+function love.graphics._shaderCodeToGLSL(gles, arg1, arg2)
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+ local vertexcode, pixelcode
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+ local is_custompixel = false -- whether pixel code has "effects" function instead of "effect"
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+ local is_multicanvas = false
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+
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+ if arg1 then
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+ if isVertexCode(arg1) then
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+ vertexcode = arg1 -- first arg contains vertex shader code
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+ end
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+
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+ local ispixel, isCustomPixel, isMultiCanvas = isPixelCode(arg1)
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+ if ispixel then
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+ pixelcode = arg1 -- first arg contains pixel shader code
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+ is_custompixel, is_multicanvas = isCustomPixel, isMultiCanvas
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+ end
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+ end
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+
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+ if arg2 then
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+ if isVertexCode(arg2) then
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+ vertexcode = arg2 -- second arg contains vertex shader code
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+ end
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+
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|
+ local ispixel, isCustomPixel, isMultiCanvas = isPixelCode(arg2)
|
|
|
+ if ispixel then
|
|
|
+ pixelcode = arg2 -- second arg contains pixel shader code
|
|
|
+ is_custompixel, is_multicanvas = isCustomPixel, isMultiCanvas
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ local supportsGLSL3 = love.graphics.getSupported().glsl3
|
|
|
+ local gammacorrect = love.graphics.isGammaCorrect()
|
|
|
+
|
|
|
+ local targetlang = getLanguageTarget(pixelcode or vertexcode)
|
|
|
+ if getLanguageTarget(vertexcode or pixelcode) ~= targetlang then
|
|
|
+ error("vertex and pixel shader languages must match", 2)
|
|
|
+ end
|
|
|
+
|
|
|
+ if targetlang == "glsl3" and not supportsGLSL3 then
|
|
|
+ error("GLSL 3 shaders are not supported on this system!", 2)
|
|
|
+ end
|
|
|
+
|
|
|
+ if targetlang ~= nil and not GLSL.VERSION[targetlang] then
|
|
|
+ error("Invalid shader language: " .. targetlang, 2)
|
|
|
+ end
|
|
|
+
|
|
|
+ local lang = targetlang or "glsl1"
|
|
|
+ local glsl1on3 = false
|
|
|
+ if lang == "glsl1" and supportsGLSL3 then
|
|
|
+ lang = "glsl3"
|
|
|
+ glsl1on3 = true
|
|
|
+ end
|
|
|
+
|
|
|
+ if vertexcode then
|
|
|
+ vertexcode = createShaderStageCode("VERTEX", vertexcode, lang, gles, glsl1on3, gammacorrect)
|
|
|
+ end
|
|
|
+ if pixelcode then
|
|
|
+ pixelcode = createShaderStageCode("PIXEL", pixelcode, lang, gles, glsl1on3, gammacorrect, is_custompixel, is_multicanvas)
|
|
|
+ end
|
|
|
+
|
|
|
+ return vertexcode, pixelcode
|
|
|
+end
|
|
|
+
|
|
|
+function love.graphics._transformGLSLErrorMessages(message)
|
|
|
+ local shadertype = message:match("Cannot compile (%a+) shader code")
|
|
|
+ local compiling = shadertype ~= nil
|
|
|
+ if not shadertype then
|
|
|
+ shadertype = message:match("Error validating (%a+) shader")
|
|
|
+ end
|
|
|
+ if not shadertype then return message end
|
|
|
+ local lines = {}
|
|
|
+ local prefix = compiling and "Cannot compile " or "Error validating "
|
|
|
+ lines[#lines+1] = prefix..shadertype.." shader code:"
|
|
|
+ for l in message:gmatch("[^\n]+") do
|
|
|
+ -- nvidia: 0(<linenumber>) : error/warning [NUMBER]: <error message>
|
|
|
+ local linenumber, what, message = l:match("^0%((%d+)%)%s*:%s*(%w+)[^:]+:%s*(.+)$")
|
|
|
+ if not linenumber then
|
|
|
+ -- AMD: ERROR 0:<linenumber>: error/warning(#[NUMBER]) [ERRORNAME]: <errormessage>
|
|
|
+ linenumber, what, message = l:match("^%w+: 0:(%d+):%s*(%w+)%([^%)]+%)%s*(.+)$")
|
|
|
+ end
|
|
|
+ if not linenumber then
|
|
|
+ -- macOS (?): ERROR: 0:<linenumber>: <errormessage>
|
|
|
+ what, linenumber, message = l:match("^(%w+): %d+:(%d+): (.+)$")
|
|
|
+ end
|
|
|
+ if not linenumber and l:match("^ERROR:") then
|
|
|
+ what = l
|
|
|
+ end
|
|
|
+ if linenumber and what and message then
|
|
|
+ lines[#lines+1] = ("Line %d: %s: %s"):format(linenumber, what, message)
|
|
|
+ elseif what then
|
|
|
+ lines[#lines+1] = what
|
|
|
+ end
|
|
|
+ end
|
|
|
+ -- did not match any known error messages
|
|
|
+ if #lines == 1 then return message end
|
|
|
+ return table_concat(lines, "\n")
|
|
|
+end
|
|
|
+
|
|
|
+local defaultcode = {
|
|
|
+ vertex = [[
|
|
|
+vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition) {
|
|
|
+ return clipSpaceFromLocal * localPosition;
|
|
|
+}]],
|
|
|
+ pixel = [[
|
|
|
+vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
|
|
|
+ return Texel(tex, texcoord) * vcolor;
|
|
|
+}]],
|
|
|
+ videopixel = [[
|
|
|
+void effect() {
|
|
|
+ love_PixelColor = VideoTexel(VaryingTexCoord.xy) * VaryingColor;
|
|
|
+}]],
|
|
|
+ arraypixel = [[
|
|
|
+uniform ArrayImage MainTex;
|
|
|
+void effect() {
|
|
|
+ love_PixelColor = Texel(MainTex, VaryingTexCoord.xyz) * VaryingColor;
|
|
|
+}]],
|
|
|
+}
|
|
|
+
|
|
|
+local defaults = {}
|
|
|
+local defaults_gammacorrect = {}
|
|
|
+
|
|
|
+local langs = {
|
|
|
+ glsl1 = {target="glsl1", gles=false},
|
|
|
+ essl1 = {target="glsl1", gles=true},
|
|
|
+ glsl3 = {target="glsl3", gles=false},
|
|
|
+ essl3 = {target="glsl3", gles=true},
|
|
|
+}
|
|
|
+
|
|
|
+for lang, info in pairs(langs) do
|
|
|
+ for _, gammacorrect in ipairs{false, true} do
|
|
|
+ local t = gammacorrect and defaults_gammacorrect or defaults
|
|
|
+ t[lang] = {
|
|
|
+ vertex = createShaderStageCode("VERTEX", defaultcode.vertex, info.target, info.gles, false, gammacorrect),
|
|
|
+ pixel = createShaderStageCode("PIXEL", defaultcode.pixel, info.target, info.gles, false, gammacorrect, false),
|
|
|
+ videopixel = createShaderStageCode("PIXEL", defaultcode.videopixel, info.target, info.gles, false, gammacorrect, true),
|
|
|
+ arraypixel = createShaderStageCode("PIXEL", defaultcode.arraypixel, info.target, info.gles, false, gammacorrect, true),
|
|
|
+ }
|
|
|
+ end
|
|
|
+end
|
|
|
+
|
|
|
+love.graphics._setDefaultShaderCode(defaults, defaults_gammacorrect)
|
|
|
+
|
|
|
+-- DO NOT REMOVE THE NEXT LINE. It is used to load this file as a C++ string.
|
|
|
+--)luastring"--"
|