mirror of
https://github.com/aap/librw.git
synced 2025-12-19 17:09:51 +00:00
fb alpha emulation for matfx
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@@ -1,9 +1,12 @@
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform float u_coefficient;
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uniform vec2 u_fxparams;
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uniform vec4 u_colorClamp;
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#define shininess (u_fxparams.x)
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#define disableFBA (u_fxparams.y)
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varying vec4 v_color;
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varying vec2 v_tex0;
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varying vec2 v_tex1;
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@@ -15,7 +18,7 @@ main(void)
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vec4 color;
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vec4 pass1 = v_color;
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vec4 envColor = pass1; // TODO: colorClamp
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vec4 envColor = max(pass1, u_colorClamp);
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pass1 *= texture2D(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
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vec4 pass2 = envColor*u_coefficient*texture2D(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
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@@ -23,7 +26,8 @@ main(void)
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pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);
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pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);
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color.rgb = pass1.rgb*pass1.a + pass2.rgb;
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float fba = max(pass1.a, disableFBA);
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color.rgb = pass1.rgb*pass1.a + pass2.rgb*fba;
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color.a = pass1.a;
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DoAlphaTest(color.a);
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@@ -34,9 +34,12 @@ const char *matfx_env_frag_src =
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"uniform sampler2D tex0;\n"
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"uniform sampler2D tex1;\n"
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"uniform float u_coefficient;\n"
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"uniform vec2 u_fxparams;\n"
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"uniform vec4 u_colorClamp;\n"
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"#define shininess (u_fxparams.x)\n"
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"#define disableFBA (u_fxparams.y)\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_tex0;\n"
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"varying vec2 v_tex1;\n"
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@@ -48,7 +51,7 @@ const char *matfx_env_frag_src =
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" vec4 color;\n"
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" vec4 pass1 = v_color;\n"
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" vec4 envColor = pass1; // TODO: colorClamp\n"
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" vec4 envColor = max(pass1, u_colorClamp);\n"
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" pass1 *= texture2D(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
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" vec4 pass2 = envColor*u_coefficient*texture2D(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
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@@ -56,7 +59,8 @@ const char *matfx_env_frag_src =
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" pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n"
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" pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);\n"
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" color.rgb = pass1.rgb*pass1.a + pass2.rgb;\n"
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" float fba = max(pass1.a, disableFBA);\n"
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" color.rgb = pass1.rgb*pass1.a + pass2.rgb*fba;\n"
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" color.a = pass1.a;\n"
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" DoAlphaTest(color.a);\n"
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@@ -30,14 +30,14 @@ namespace gl3 {
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static Shader *envShader;
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static int32 u_texMatrix;
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static int32 u_coefficient;
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static int32 u_fxparams;
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static int32 u_colorClamp;
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static void*
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matfxOpen(void *o, int32, int32)
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{
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u_texMatrix = registerUniform("u_texMatrix");
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u_coefficient = registerUniform("u_coefficient");
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u_fxparams = registerUniform("u_fxparams");
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u_colorClamp = registerUniform("u_colorClamp");
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matFXGlobals.pipelines[PLATFORM_GL3] = makeMatFXPipeline();
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@@ -152,7 +152,11 @@ matfxEnvRender(InstanceDataHeader *header, InstanceData *inst, MatFX::Env *env)
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surfProps[3] = 0.0f;
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glUniform4fv(U(u_surfProps), 1, surfProps);
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glUniform1fv(U(u_coefficient), 1, &env->coefficient);
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float fxparams[2];
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fxparams[0] = env->coefficient;
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fxparams[1] = env->fbAlpha ? 0.0f : 1.0f;
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glUniform2fv(U(u_fxparams), 1, fxparams);
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static float zero[4];
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static float one[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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// This clamps the vertex color below. With it we can achieve both PC and PS2 style matfx
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@@ -1,9 +1,12 @@
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform float u_coefficient;
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uniform vec2 u_fxparams;
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uniform vec4 u_colorClamp;
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#define shininess (u_fxparams.x)
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#define disableFBA (u_fxparams.y)
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in vec4 v_color;
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in vec2 v_tex0;
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in vec2 v_tex1;
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@@ -15,15 +18,16 @@ void
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main(void)
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{
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vec4 pass1 = v_color;
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vec4 envColor = pass1; // TODO: colorClamp
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vec4 envColor = max(pass1, u_colorClamp);
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pass1 *= texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
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vec4 pass2 = envColor*u_coefficient*texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
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vec4 pass2 = envColor*shininess*texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
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pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);
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pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);
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color.rgb = pass1.rgb*pass1.a + pass2.rgb;
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float fba = max(pass1.a, disableFBA);
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color.rgb = pass1.rgb*pass1.a + pass2.rgb*fba;
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color.a = pass1.a;
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DoAlphaTest(color.a);
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@@ -34,9 +34,12 @@ const char *matfx_env_frag_src =
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"uniform sampler2D tex0;\n"
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"uniform sampler2D tex1;\n"
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"uniform float u_coefficient;\n"
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"uniform vec2 u_fxparams;\n"
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"uniform vec4 u_colorClamp;\n"
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"#define shininess (u_fxparams.x)\n"
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"#define disableFBA (u_fxparams.y)\n"
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"in vec4 v_color;\n"
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"in vec2 v_tex0;\n"
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"in vec2 v_tex1;\n"
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@@ -48,15 +51,16 @@ const char *matfx_env_frag_src =
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"main(void)\n"
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"{\n"
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" vec4 pass1 = v_color;\n"
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" vec4 envColor = pass1; // TODO: colorClamp\n"
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" vec4 envColor = max(pass1, u_colorClamp);\n"
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" pass1 *= texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
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" vec4 pass2 = envColor*u_coefficient*texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
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" vec4 pass2 = envColor*shininess*texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
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" pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n"
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" pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);\n"
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" color.rgb = pass1.rgb*pass1.a + pass2.rgb;\n"
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" float fba = max(pass1.a, disableFBA);\n"
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" color.rgb = pass1.rgb*pass1.a + pass2.rgb*fba;\n"
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" color.a = pass1.a;\n"
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" DoAlphaTest(color.a);\n"
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