R"luastring"--( -- DO NOT REMOVE THE ABOVE LINE. It is used to load this file as a C++ string. -- There is a matching delimiter at the bottom of the file. --[[ Copyright (c) 2006-2016 LOVE Development Team This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. --]] local table_concat = table.concat local ipairs = ipairs -- SHADERS local GLSL = {} GLSL.VERSION = "#version 120" GLSL.VERSION_ES = "#version 100" GLSL.SYNTAX = [[ #ifndef GL_ES #define lowp #define mediump #define highp #endif #define number float #define Image sampler2D #define extern uniform #define Texel texture2D #pragma optionNV(strict on)]] -- Uniforms shared by the vertex and pixel shader stages. GLSL.UNIFORMS = [[ #ifdef GL_ES // According to the GLSL ES 1.0 spec, uniform precision must match between stages, // but we can't guarantee that highp is always supported in fragment shaders... // We *really* don't want to use mediump for these in vertex shaders though. #if defined(VERTEX) || defined(GL_FRAGMENT_PRECISION_HIGH) #define LOVE_UNIFORM_PRECISION highp #else #define LOVE_UNIFORM_PRECISION mediump #endif uniform LOVE_UNIFORM_PRECISION mat4 TransformMatrix; uniform LOVE_UNIFORM_PRECISION mat4 ProjectionMatrix; uniform LOVE_UNIFORM_PRECISION mat4 TransformProjectionMatrix; uniform LOVE_UNIFORM_PRECISION mat3 NormalMatrix; #else #define TransformMatrix gl_ModelViewMatrix #define ProjectionMatrix gl_ProjectionMatrix #define TransformProjectionMatrix gl_ModelViewProjectionMatrix #define NormalMatrix gl_NormalMatrix #endif uniform mediump vec4 love_ScreenSize;]] GLSL.FUNCTIONS = [[ float gammaToLinearPrecise(float c) { return c <= 0.04045 ? c * 0.077399380804954 : pow((c + 0.055) * 0.9478672985782, 2.4); } vec3 gammaToLinearPrecise(vec3 c) { bvec3 leq = lessThanEqual(c, vec3(0.04045)); c.r = leq.r ? c.r * 0.077399380804954 : pow((c.r + 0.055) * 0.9478672985782, 2.4); c.g = leq.g ? c.g * 0.077399380804954 : pow((c.g + 0.055) * 0.9478672985782, 2.4); c.b = leq.b ? c.b * 0.077399380804954 : pow((c.b + 0.055) * 0.9478672985782, 2.4); return c; } vec4 gammaToLinearPrecise(vec4 c) { return vec4(gammaToLinearPrecise(c.rgb), c.a); } float linearToGammaPrecise(float c) { return c < 0.0031308 ? c * 12.92 : 1.055 * pow(c, 1.0 / 2.4) - 0.055; } vec3 linearToGammaPrecise(vec3 c) { bvec3 lt = lessThanEqual(c, vec3(0.0031308)); c.r = lt.r ? c.r * 12.92 : 1.055 * pow(c.r, 1.0 / 2.4) - 0.055; c.g = lt.g ? c.g * 12.92 : 1.055 * pow(c.g, 1.0 / 2.4) - 0.055; c.b = lt.b ? c.b * 12.92 : 1.055 * pow(c.b, 1.0 / 2.4) - 0.055; return c; } vec4 linearToGammaPrecise(vec4 c) { return vec4(linearToGammaPrecise(c.rgb), c.a); } // pow(x, 2.2) isn't an amazing approximation, but at least it's efficient... mediump float gammaToLinearFast(mediump float c) { return pow(max(c, 0.0), 2.2); } mediump vec3 gammaToLinearFast(mediump vec3 c) { return pow(max(c, vec3(0.0)), vec3(2.2)); } mediump vec4 gammaToLinearFast(mediump vec4 c) { return vec4(gammaToLinearFast(c.rgb), c.a); } mediump float linearToGammaFast(mediump float c) { return pow(max(c, 0.0), 1.0 / 2.2); } mediump vec3 linearToGammaFast(mediump vec3 c) { return pow(max(c, vec3(0.0)), vec3(1.0 / 2.2)); } mediump vec4 linearToGammaFast(mediump vec4 c) { return vec4(linearToGammaFast(c.rgb), c.a); } #ifdef LOVE_PRECISE_GAMMA #define gammaToLinear gammaToLinearPrecise #define linearToGamma linearToGammaPrecise #else #define gammaToLinear gammaToLinearFast #define linearToGamma linearToGammaFast #endif #ifdef LOVE_GAMMA_CORRECT #define gammaCorrectColor gammaToLinear #define unGammaCorrectColor linearToGamma #define gammaCorrectColorPrecise gammaToLinearPrecise #define unGammaCorrectColorPrecise linearToGammaPrecise #define gammaCorrectColorFast gammaToLinearFast #define unGammaCorrectColorFast linearToGammaFast #else #define gammaCorrectColor #define unGammaCorrectColor #define gammaCorrectColorPrecise #define unGammaCorrectColorPrecise #define gammaCorrectColorFast #define unGammaCorrectColorFast #endif]] GLSL.VERTEX = { HEADER = [[ #define VERTEX #define LOVE_PRECISE_GAMMA attribute vec4 VertexPosition; attribute vec4 VertexTexCoord; attribute vec4 VertexColor; attribute vec4 ConstantColor; varying vec4 VaryingTexCoord; varying vec4 VaryingColor; #ifdef GL_ES uniform mediump float love_PointSize; #endif]], FUNCTIONS = "", FOOTER = [[ void main() { VaryingTexCoord = VertexTexCoord; VaryingColor = gammaCorrectColor(VertexColor) * ConstantColor; #ifdef GL_ES gl_PointSize = love_PointSize; #endif gl_Position = position(TransformProjectionMatrix, VertexPosition); }]], } GLSL.PIXEL = { HEADER = [[ #define PIXEL #ifdef GL_ES precision mediump float; #endif varying mediump vec4 VaryingTexCoord; varying mediump vec4 VaryingColor; #define love_Canvases gl_FragData uniform sampler2D _tex0_;]], FUNCTIONS = [[ uniform sampler2D love_VideoYChannel; uniform sampler2D love_VideoCbChannel; uniform sampler2D love_VideoCrChannel; vec4 VideoTexel(vec2 texcoords) { vec3 yuv; yuv[0] = Texel(love_VideoYChannel, texcoords).r; yuv[1] = Texel(love_VideoCbChannel, texcoords).r; yuv[2] = Texel(love_VideoCrChannel, texcoords).r; yuv += vec3(-0.0627451017, -0.501960814, -0.501960814); vec4 color; color.r = dot(yuv, vec3(1.164, 0.000, 1.596)); color.g = dot(yuv, vec3(1.164, -0.391, -0.813)); color.b = dot(yuv, vec3(1.164, 2.018, 0.000)); color.a = 1.0; return gammaCorrectColor(color); }]], FOOTER = [[ void main() { // fix crashing issue in OSX when _tex0_ is unused within effect() float dummy = Texel(_tex0_, vec2(.5)).r; // See Shader::checkSetScreenParams in Shader.cpp. vec2 pixelcoord = vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w); gl_FragColor = effect(VaryingColor, _tex0_, VaryingTexCoord.st, pixelcoord); }]], FOOTER_MULTI_CANVAS = [[ void main() { // fix crashing issue in OSX when _tex0_ is unused within effect() float dummy = Texel(_tex0_, vec2(.5)).r; // See Shader::checkSetScreenParams in Shader.cpp. vec2 pixelcoord = vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w); effects(VaryingColor, _tex0_, VaryingTexCoord.st, pixelcoord); }]], } local function createShaderStageCode(stage, code, lang, gammacorrect, multicanvas) stage = stage:upper() local lines = { lang == "glsles" and GLSL.VERSION_ES or GLSL.VERSION, GLSL.SYNTAX, gammacorrect and "#define LOVE_GAMMA_CORRECT 1" or "", GLSL[stage].HEADER, GLSL.UNIFORMS, GLSL.FUNCTIONS, GLSL[stage].FUNCTIONS, lang == "glsles" and "#line 1" or "#line 0", code, multicanvas and GLSL[stage].FOOTER_MULTI_CANVAS or GLSL[stage].FOOTER, } return table_concat(lines, "\n") end local function isVertexCode(code) return code:match("vec4%s+position%s*%(") ~= nil end local function isPixelCode(code) if code:match("vec4%s+effect%s*%(") then return true elseif code:match("void%s+effects%s*%(") then -- function for rendering to multiple canvases simultaneously return true, true else return false end end function love.graphics._shaderCodeToGLSL(arg1, arg2) local vertexcode, pixelcode local is_multicanvas = false -- whether pixel code has "effects" function instead of "effect" if arg1 then if isVertexCode(arg1) then vertexcode = arg1 -- first arg contains vertex shader code end local ispixel, isMultiCanvas = isPixelCode(arg1) if ispixel then pixelcode = arg1 -- first arg contains pixel shader code is_multicanvas = isMultiCanvas end end if arg2 then if isVertexCode(arg2) then vertexcode = arg2 -- second arg contains vertex shader code end local ispixel, isMultiCanvas = isPixelCode(arg2) if ispixel then pixelcode = arg2 -- second arg contains pixel shader code is_multicanvas = isMultiCanvas end end local lang = "glsl" if love.graphics.getRendererInfo() == "OpenGL ES" then lang = "glsles" end local gammacorrect = love.graphics.isGammaCorrect() if vertexcode then vertexcode = createShaderStageCode("VERTEX", vertexcode, lang, gammacorrect) end if pixelcode then pixelcode = createShaderStageCode("PIXEL", pixelcode, lang, gammacorrect, is_multicanvas) end return vertexcode, pixelcode end function love.graphics._transformGLSLErrorMessages(message) local shadertype = message:match("Cannot compile (%a+) shader code") if not shadertype then return message end local lines = {"Cannot compile "..shadertype.." shader code:"} for l in message:gmatch("[^\n]+") do -- nvidia compiler message: -- 0() : error/warning [NUMBER]: local linenumber, what, message = l:match("^0%((%d+)%)%s*:%s*(%w+)[^:]+:%s*(.+)$") if not linenumber then -- ati compiler message: -- ERROR 0:: error/warning(#[NUMBER]) [ERRORNAME]: linenumber, what, message = l:match("^%w+: 0:(%d+):%s*(%w+)%([^%)]+%)%s*(.+)$") if not linenumber then -- OSX compiler message (?): -- ERROR: 0:: what, linenumber, message = l:match("^(%w+): %d+:(%d+): (.+)$") end end if linenumber and what and message then lines[#lines+1] = ("Line %d: %s: %s"):format(linenumber, what, message) 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 transform_proj, vec4 vertpos) { return transform_proj * vertpos; }]], pixel = [[ vec4 effect(mediump vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) { return Texel(tex, texcoord) * vcolor; }]], videopixel = [[ vec4 effect(mediump vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) { return VideoTexel(texcoord) * vcolor; }]], } local defaults = {} local defaults_gammacorrect = {} for _, lang in ipairs{"glsl", "glsles"} do for _, gammacorrect in ipairs{false, true} do local t = gammacorrect and defaults_gammacorrect or defaults t[lang] = { vertex = createShaderStageCode("VERTEX", defaultcode.vertex, lang, gammacorrect), pixel = createShaderStageCode("PIXEL", defaultcode.pixel, lang, gammacorrect, false), videopixel = createShaderStageCode("PIXEL", defaultcode.videopixel, lang, gammacorrect, false), } end end love.graphics._setDefaultShaderCode(defaults, defaults_gammacorrect) function love.graphics.newVideo(file, loadaudio) local video = love.graphics._newVideo(file) local source, success if loadaudio ~= false then success, source = pcall(love.audio.newSource, video:getStream():getFilename()) end if success then video:setSource(source) elseif loadaudio == true then error("Video had no audio track", 2) else video:getStream():setSync() end return video end -- DO NOT REMOVE THE NEXT LINE. It is used to load this file as a C++ string. --)luastring"--"