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) 2006-2020 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_insert = table.concat, table.insert local ipairs = ipairs local GLSL = {} GLSL.VERSION = { -- index using [target][gles] glsl1 = {[false]="#version 120", [true]="#version 100"}, glsl3 = {[false]="#version 330 core", [true]="#version 300 es"}, glsl4 = {[false]="#version 430 core", [true]="#version 310 es"}, } GLSL.SYNTAX = [[ #if !defined(GL_ES) && __VERSION__ < 140 #define lowp #define mediump #define highp #endif #if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH) #define LOVE_HIGHP_OR_MEDIUMP highp #else #define LOVE_HIGHP_OR_MEDIUMP mediump #endif #if __VERSION__ >= 300 #define LOVE_IO_LOCATION(x) layout (location = x) #else #define LOVE_IO_LOCATION(x) #endif #define number float #define Image sampler2D #define ArrayImage sampler2DArray #define CubeImage samplerCube #define VolumeImage sampler3D #if __VERSION__ >= 300 && !defined(LOVE_GLSL1_ON_GLSL3) #define DepthImage sampler2DShadow #define DepthArrayImage sampler2DArrayShadow #define DepthCubeImage samplerCubeShadow #endif #define extern uniform #ifdef GL_EXT_texture_array #extension GL_EXT_texture_array : enable #endif #ifdef GL_OES_texture_3D #extension GL_OES_texture_3D : enable #endif #ifdef GL_OES_standard_derivatives #extension GL_OES_standard_derivatives : enable #endif ]] -- Uniforms shared by the vertex and pixel shader stages. GLSL.UNIFORMS = [[ // 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. #ifdef LOVE_USE_UNIFORM_BUFFERS layout (std140) uniform love_UniformsPerDrawBuffer { highp vec4 love_UniformsPerDraw[13]; }; #else uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[13]; #endif // These are initialized in love_initializeBuiltinUniforms below. GLSL ES can't // do it as an initializer. LOVE_HIGHP_OR_MEDIUMP mat4 TransformMatrix; LOVE_HIGHP_OR_MEDIUMP mat4 ProjectionMatrix; LOVE_HIGHP_OR_MEDIUMP mat3 NormalMatrix; LOVE_HIGHP_OR_MEDIUMP vec4 love_ScreenSize; LOVE_HIGHP_OR_MEDIUMP vec4 ConstantColor; #define TransformProjectionMatrix (ProjectionMatrix * TransformMatrix) // Alternate names #define ViewSpaceFromLocal TransformMatrix #define ClipSpaceFromView ProjectionMatrix #define ClipSpaceFromLocal TransformProjectionMatrix #define ViewNormalFromLocal NormalMatrix void love_initializeBuiltinUniforms() { TransformMatrix = mat4( love_UniformsPerDraw[0], love_UniformsPerDraw[1], love_UniformsPerDraw[2], love_UniformsPerDraw[3] ); ProjectionMatrix = mat4( love_UniformsPerDraw[4], love_UniformsPerDraw[5], love_UniformsPerDraw[6], love_UniformsPerDraw[7] ); NormalMatrix = mat3( love_UniformsPerDraw[8].xyz, love_UniformsPerDraw[9].xyz, love_UniformsPerDraw[10].xyz ); love_ScreenSize = love_UniformsPerDraw[11]; ConstantColor = love_UniformsPerDraw[12]; } ]] GLSL.FUNCTIONS = [[ #ifdef GL_ES #if __VERSION__ >= 300 || defined(GL_EXT_texture_array) precision lowp sampler2DArray; #endif #if __VERSION__ >= 300 || defined(GL_OES_texture_3D) precision lowp sampler3D; #endif #if __VERSION__ >= 300 precision lowp sampler2DShadow; precision lowp samplerCubeShadow; precision lowp sampler2DArrayShadow; #endif #endif #if __VERSION__ >= 130 && !defined(LOVE_GLSL1_ON_GLSL3) #define Texel texture #else #if __VERSION__ >= 130 #define texture2D Texel #define texture3D Texel #define textureCube Texel #define texture2DArray Texel #define love_texture2D texture #define love_texture3D texture #define love_textureCube texture #define love_texture2DArray texture #else #define love_texture2D texture2D #define love_texture3D texture3D #define love_textureCube textureCube #define love_texture2DArray texture2DArray #endif vec4 Texel(sampler2D s, vec2 c) { return love_texture2D(s, c); } vec4 Texel(samplerCube s, vec3 c) { return love_textureCube(s, c); } #if __VERSION__ > 100 || defined(GL_OES_texture_3D) vec4 Texel(sampler3D s, vec3 c) { return love_texture3D(s, c); } #endif #if __VERSION__ >= 130 || defined(GL_EXT_texture_array) vec4 Texel(sampler2DArray s, vec3 c) { return love_texture2DArray(s, c); } #endif #ifdef PIXEL vec4 Texel(sampler2D s, vec2 c, float b) { return love_texture2D(s, c, b); } vec4 Texel(samplerCube s, vec3 c, float b) { return love_textureCube(s, c, b); } #if __VERSION__ > 100 || defined(GL_OES_texture_3D) vec4 Texel(sampler3D s, vec3 c, float b) { return love_texture3D(s, c, b); } #endif #if __VERSION__ >= 130 || defined(GL_EXT_texture_array) vec4 Texel(sampler2DArray s, vec3 c, float b) { return love_texture2DArray(s, c, b); } #endif #endif #define texture love_texture #endif float gammaToLinearPrecise(float c) { return c <= 0.04045 ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4); } vec3 gammaToLinearPrecise(vec3 c) { bvec3 leq = lessThanEqual(c, vec3(0.04045)); c.r = leq.r ? c.r / 12.92 : pow((c.r + 0.055) / 1.055, 2.4); c.g = leq.g ? c.g / 12.92 : pow((c.g + 0.055) / 1.055, 2.4); c.b = leq.b ? c.b / 12.92 : pow((c.b + 0.055) / 1.055, 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); } // http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1 mediump float gammaToLinearFast(mediump float c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); } mediump vec3 gammaToLinearFast(mediump vec3 c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); } mediump vec4 gammaToLinearFast(mediump vec4 c) { return vec4(gammaToLinearFast(c.rgb), c.a); } mediump float linearToGammaFast(mediump float c) { return max(1.055 * pow(max(c, 0.0), 0.41666666) - 0.055, 0.0); } mediump vec3 linearToGammaFast(mediump vec3 c) { return max(1.055 * pow(max(c, vec3(0.0)), vec3(0.41666666)) - 0.055, vec3(0.0)); } mediump vec4 linearToGammaFast(mediump vec4 c) { return vec4(linearToGammaFast(c.rgb), c.a); } #define gammaToLinear gammaToLinearFast #define linearToGamma linearToGammaFast #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 love_Position gl_Position #if __VERSION__ >= 130 #define attribute in #define varying out #ifndef LOVE_GLSL1_ON_GLSL3 #define love_VertexID gl_VertexID #define love_InstanceID gl_InstanceID #endif #endif #ifdef GL_ES uniform mediump float love_PointSize; #endif]], FUNCTIONS = [[ void setPointSize() { #ifdef GL_ES gl_PointSize = love_PointSize; #endif }]], MAIN = [[ LOVE_IO_LOCATION(0) attribute vec4 VertexPosition; LOVE_IO_LOCATION(1) attribute vec4 VertexTexCoord; LOVE_IO_LOCATION(2) attribute vec4 VertexColor; varying vec4 VaryingTexCoord; varying vec4 VaryingColor; vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition); void main() { love_initializeBuiltinUniforms(); VaryingTexCoord = VertexTexCoord; VaryingColor = gammaCorrectColor(VertexColor) * ConstantColor; setPointSize(); love_Position = position(ClipSpaceFromLocal, VertexPosition); }]], } GLSL.PIXEL = { HEADER = [[ #ifdef GL_ES precision mediump float; #endif #define love_MaxRenderTargets gl_MaxDrawBuffers #if __VERSION__ >= 130 #define varying in // Some drivers seem to make the pixel shader do more work when multiple // pixel shader outputs are defined, even when only one is actually used. // TODO: We should use reflection or something instead of this, to determine // how many outputs are actually used in the shader code. #ifdef LOVE_MULTI_RENDER_TARGETS LOVE_IO_LOCATION(0) out vec4 love_RenderTargets[love_MaxRenderTargets]; #define love_PixelColor love_RenderTargets[0] #else LOVE_IO_LOCATION(0) out vec4 love_PixelColor; #endif #else #ifdef LOVE_MULTI_RENDER_TARGETS #define love_RenderTargets gl_FragData #endif #define love_PixelColor gl_FragColor #endif // Legacy #define love_MaxCanvases love_MaxRenderTargets #define love_Canvases love_RenderTargets #ifdef LOVE_MULTI_RENDER_TARGETS #define LOVE_MULTI_CANVASES 1 #endif // See Shader::updateScreenParams in Shader.cpp. #define love_PixelCoord (vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w))]], 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); }]], MAIN = [[ uniform sampler2D MainTex; varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord; varying mediump vec4 VaryingColor; vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord); void main() { love_initializeBuiltinUniforms(); love_PixelColor = effect(VaryingColor, MainTex, VaryingTexCoord.st, love_PixelCoord); }]], MAIN_CUSTOM = [[ varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord; varying mediump vec4 VaryingColor; void effect(); void main() { love_initializeBuiltinUniforms(); effect(); }]], } local function getLanguageTarget(code) if not code then return nil end return (code:match("^%s*#pragma language (%w+)")) or "glsl1" end local function createShaderStageCode(stage, code, lang, gles, glsl1on3, gammacorrect, custom, multirendertarget, useubo) stage = stage:upper() local lines = { GLSL.VERSION[lang][gles], "#define " ..stage .. " " .. stage, glsl1on3 and "#define LOVE_GLSL1_ON_GLSL3 1" or "", gammacorrect and "#define LOVE_GAMMA_CORRECT 1" or "", multirendertarget and "#define LOVE_MULTI_RENDER_TARGETS 1" or "", useubo and "#define LOVE_USE_UNIFORM_BUFFERS 1" or "", GLSL.SYNTAX, GLSL[stage].HEADER, GLSL.UNIFORMS, GLSL.FUNCTIONS, GLSL[stage].FUNCTIONS, custom and GLSL[stage].MAIN_CUSTOM or GLSL[stage].MAIN, ((lang == "glsl1" or glsl1on3) and not gles) and "#line 0" or "#line 1", code, } 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+effect%s*%(") then -- custom effect function local mrt = (code:match("love_RenderTargets") ~= nil) or (code:match("love_Canvases") ~= nil) return true, true, mrt else return false end end function love.graphics._shaderCodeToGLSL(gles, arg1, arg2) local vertexcode, pixelcode local is_custompixel = false -- whether pixel code has "effects" function instead of "effect" local is_multicanvas = false if arg1 then if isVertexCode(arg1) then vertexcode = arg1 -- first arg contains vertex shader code end local ispixel, isCustomPixel, isMultiCanvas = isPixelCode(arg1) if ispixel then pixelcode = arg1 -- first arg contains pixel shader code is_custompixel, is_multicanvas = isCustomPixel, isMultiCanvas end end if arg2 then if isVertexCode(arg2) then vertexcode = arg2 -- second arg contains vertex shader code end 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 graphicsfeatures = love.graphics.getSupported() local supportsGLSL3 = graphicsfeatures.glsl3 local supportsGLSL4 = graphicsfeatures.glsl4 local gammacorrect = love.graphics.isGammaCorrect() local renderer = love.graphics.getRenderer() local useubo = renderer == "Metal" 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 == "glsl4" and not supportsGLSL4 then error("GLSL 4 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, false, false, useubo) end if pixelcode then pixelcode = createShaderStageCode("PIXEL", pixelcode, lang, gles, glsl1on3, gammacorrect, is_custompixel, is_multicanvas, useubo) end return vertexcode, pixelcode 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}, } -- FIXME: this is temporary until a glslang pull request is merged in. local useubo = 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, false, false, useubo), pixel = createShaderStageCode("PIXEL", defaultcode.pixel, info.target, info.gles, false, gammacorrect, false, false, useubo), videopixel = createShaderStageCode("PIXEL", defaultcode.videopixel, info.target, info.gles, false, gammacorrect, true, false, useubo), arraypixel = createShaderStageCode("PIXEL", defaultcode.arraypixel, info.target, info.gles, false, gammacorrect, true, false, useubo), } 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"--"