Bump LUS and Torch
|
@ -607,7 +607,7 @@ add_custom_target(
|
|||
)
|
||||
|
||||
add_custom_target(
|
||||
GeneratePortOTR
|
||||
GeneratePortO2R
|
||||
DEPENDS TorchExternal
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
COMMAND ${TORCH_EXECUTABLE} pack port starship.o2r o2r
|
||||
|
|
|
@ -36,6 +36,9 @@ cd starship
|
|||
# Generate sf64.o2r
|
||||
& 'C:\Program Files\CMake\bin\cmake.exe' --build .\build\x64 --target ExtractAssets
|
||||
|
||||
# Generate starship.o2r
|
||||
& 'C:\Program Files\CMake\bin\cmake.exe' --build .\build\x64 --target GeneratePortO2R
|
||||
|
||||
# Compile project
|
||||
# Add `--config Release` if you're packaging
|
||||
& 'C:\Program Files\CMake\bin\cmake.exe' --build .\build\x64
|
||||
|
@ -133,6 +136,9 @@ cmake -H. -Bbuild-cmake -GNinja
|
|||
# Generate sf64.o2r
|
||||
cmake --build build-cmake --target ExtractAssets
|
||||
|
||||
# Generate starship.o2r
|
||||
cmake --build build-cmake --target GeneratePortO2R
|
||||
|
||||
# Compile the project
|
||||
# Add `--config Release` if you're packaging
|
||||
cmake --build build-cmake
|
||||
|
@ -180,6 +186,9 @@ cmake -H. -Bbuild-cmake -GNinja
|
|||
# Generate sf64.o2r
|
||||
cmake --build build-cmake --target ExtractAssets
|
||||
|
||||
# Generate starship.o2r
|
||||
cmake --build build-cmake --target GeneratePortO2R
|
||||
|
||||
# Compile the project
|
||||
# Add `--config Release` if you're packaging
|
||||
cmake --build build-cmake
|
||||
|
|
|
@ -1 +1 @@
|
|||
Subproject commit 02bb77ef253e2de0969fd2cb36ad2e870677d18d
|
||||
Subproject commit c6bd64c5da0e55a1c00e969bc01046f9335cda43
|
Before Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 1.3 KiB |
Before Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 355 B |
Before Width: | Height: | Size: 379 B |
Before Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 1.2 KiB |
Before Width: | Height: | Size: 112 KiB |
Before Width: | Height: | Size: 194 B |
332
port/shaders/directx/default.shader.hlsl
Normal file
|
@ -0,0 +1,332 @@
|
|||
@prism(type='hlsl', name='Fast3D HLSL Shader', version='1.0.0', description='Ported shader to prism', author='Emill & Prism Team')
|
||||
|
||||
@if(o_root_signature)
|
||||
@if(o_textures[0])
|
||||
#define RS "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | DENY_VERTEX_SHADER_ROOT_ACCESS), CBV(b0, visibility = SHADER_VISIBILITY_PIXEL), DescriptorTable(SRV(t0), visibility = SHADER_VISIBILITY_PIXEL), DescriptorTable(Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL)"
|
||||
@end
|
||||
@if(o_textures[1])
|
||||
#define RS "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | DENY_VERTEX_SHADER_ROOT_ACCESS), CBV(b0, visibility = SHADER_VISIBILITY_PIXEL), DescriptorTable(SRV(t1), visibility = SHADER_VISIBILITY_PIXEL), DescriptorTable(Sampler(s1), visibility = SHADER_VISIBILITY_PIXEL)"
|
||||
@end
|
||||
@end
|
||||
|
||||
struct PSInput {
|
||||
float4 position : SV_POSITION;
|
||||
@for(i in 0..2)
|
||||
@if(o_textures[i])
|
||||
float2 uv@{i} : TEXCOORD@{i};
|
||||
@{update_floats(2)}
|
||||
@for(j in 0..2)
|
||||
@if(o_clamp[i][j])
|
||||
@if(j == 0)
|
||||
float texClampS@{i} : TEXCLAMPS@{i};
|
||||
@else
|
||||
float texClampT@{i} : TEXCLAMPT@{i};
|
||||
@end
|
||||
@{update_floats(1)}
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
|
||||
@if(o_fog)
|
||||
float4 fog : FOG;
|
||||
@{update_floats(4)}
|
||||
@end
|
||||
@if(o_grayscale)
|
||||
float4 grayscale : GRAYSCALE;
|
||||
@{update_floats(4)}
|
||||
@end
|
||||
|
||||
@for(i in 0..o_inputs)
|
||||
@if(o_alpha)
|
||||
float4 input@{i + 1} : INPUT@{i};
|
||||
@{update_floats(4)}
|
||||
@else
|
||||
float3 input@{i + 1} : INPUT@{i};
|
||||
@{update_floats(3)}
|
||||
@end
|
||||
@end
|
||||
};
|
||||
|
||||
@if(o_textures[0])
|
||||
Texture2D g_texture0 : register(t0);
|
||||
SamplerState g_sampler0 : register(s0);
|
||||
@end
|
||||
@if(o_textures[1])
|
||||
Texture2D g_texture1 : register(t1);
|
||||
SamplerState g_sampler1 : register(s1);
|
||||
@end
|
||||
|
||||
@if(o_masks[0]) Texture2D g_textureMask0 : register(t2);
|
||||
@if(o_masks[1]) Texture2D g_textureMask1 : register(t3);
|
||||
|
||||
@if(o_blend[0]) Texture2D g_textureBlend0 : register(t4);
|
||||
@if(o_blend[1]) Texture2D g_textureBlend1 : register(t5);
|
||||
|
||||
cbuffer PerFrameCB : register(b0) {
|
||||
uint noise_frame;
|
||||
float noise_scale;
|
||||
}
|
||||
|
||||
float random(in float3 value) {
|
||||
float random = dot(value, float3(12.9898, 78.233, 37.719));
|
||||
return frac(sin(random) * 143758.5453);
|
||||
}
|
||||
|
||||
// 3 point texture filtering
|
||||
// Original author: ArthurCarvalho
|
||||
// Based on GLSL implementation by twinaphex, mupen64plus-libretro project.
|
||||
|
||||
@if(o_three_point_filtering && o_textures[0] || o_textures[1])
|
||||
cbuffer PerDrawCB : register(b1) {
|
||||
struct {
|
||||
uint width;
|
||||
uint height;
|
||||
bool linear_filtering;
|
||||
} textures[2];
|
||||
}
|
||||
|
||||
#define TEX_OFFSET(tex, tSampler, texCoord, off, texSize) tex.Sample(tSampler, texCoord - off / texSize)
|
||||
|
||||
float4 tex2D3PointFilter(in Texture2D tex, in SamplerState tSampler, in float2 texCoord, in float2 texSize) {
|
||||
float2 offset = frac(texCoord * texSize - float2(0.5, 0.5));
|
||||
offset -= step(1.0, offset.x + offset.y);
|
||||
float4 c0 = TEX_OFFSET(tex, tSampler, texCoord, offset, texSize);
|
||||
float4 c1 = TEX_OFFSET(tex, tSampler, texCoord, float2(offset.x - sign(offset.x), offset.y), texSize);
|
||||
float4 c2 = TEX_OFFSET(tex, tSampler, texCoord, float2(offset.x, offset.y - sign(offset.y)), texSize);
|
||||
return c0 + abs(offset.x)*(c1-c0) + abs(offset.y)*(c2-c0);
|
||||
}
|
||||
@end
|
||||
|
||||
PSInput VSMain(
|
||||
float4 position : POSITION
|
||||
@for(i in 0..2)
|
||||
@if(o_textures[i])
|
||||
, float2 uv@{i} : TEXCOORD@{i}
|
||||
@end
|
||||
@for(j in 0..2)
|
||||
@if(o_clamp[i][j])
|
||||
@if(j == 0)
|
||||
, float texClampS@{i} : TEXCLAMPS@{i}
|
||||
@else
|
||||
, float texClampT@{i} : TEXCLAMPT@{i}
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
@if(o_fog)
|
||||
, float4 fog : FOG
|
||||
@end
|
||||
@if(o_grayscale)
|
||||
, float4 grayscale : GRAYSCALE
|
||||
@end
|
||||
@for(i in 0..o_inputs)
|
||||
@if(o_alpha)
|
||||
, float4 input@{i + 1} : INPUT@{i}
|
||||
@else
|
||||
, float3 input@{i + 1} : INPUT@{i}
|
||||
@end
|
||||
@end
|
||||
) {
|
||||
PSInput result;
|
||||
result.position = position;
|
||||
@for(i in 0..2)
|
||||
@if(o_textures[i])
|
||||
result.uv@{i} = uv@{i};
|
||||
@for(j in 0..2)
|
||||
@if(o_clamp[i][j])
|
||||
@if(j == 0)
|
||||
result.texClampS@{i} = texClampS@{i};
|
||||
@else
|
||||
result.texClampT@{i} = texClampT@{i};
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
|
||||
@if(o_fog)
|
||||
result.fog = fog;
|
||||
@end
|
||||
|
||||
@if(o_grayscale)
|
||||
result.grayscale = grayscale;
|
||||
@end
|
||||
|
||||
@for(i in 0..o_inputs)
|
||||
@if(o_alpha)
|
||||
result.input@{i + 1} = input@{i + 1};
|
||||
@else
|
||||
result.input@{i + 1} = float4(input@{i + 1}, 1.0);
|
||||
@end
|
||||
@end
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
@if(o_root_signature)
|
||||
[RootSignature(RS)]
|
||||
@end
|
||||
|
||||
@if(srgb_mode)
|
||||
float4 fromLinear(float4 linearRGB){
|
||||
bool3 cutoff = linearRGB.rgb < float3(0.0031308, 0.0031308, 0.0031308);
|
||||
float3 higher = 1.055 * pow(linearRGB.rgb, float3(1.0 / 2.4, 1.0 / 2.4, 1.0 / 2.4)) - float3(0.055, 0.055, 0.055);
|
||||
float3 lower = linearRGB.rgb * float3(12.92, 12.92, 12.92);
|
||||
return float4(lerp(higher, lower, cutoff), linearRGB.a);
|
||||
}
|
||||
@end
|
||||
|
||||
#define MOD(x, y) ((x) - (y) * floor((x)/(y)))
|
||||
#define WRAP(x, low, high) MOD((x)-(low), (high)-(low)) + (low)
|
||||
|
||||
float4 PSMain(PSInput input, float4 screenSpace : SV_Position) : SV_TARGET {
|
||||
@for(i in 0..2)
|
||||
@if(o_textures[i])
|
||||
float2 tc@{i} = input.uv@{i};
|
||||
@{s = o_clamp[i][0]}
|
||||
@{t = o_clamp[i][1]}
|
||||
@if(s && t)
|
||||
int2 texSize@{i};
|
||||
g_texture@{i}.GetDimensions(texSize@{i}.x, texSize@{i}.y);
|
||||
@if(s && t)
|
||||
tc@{i} = clamp(tc@{i}, 0.5 / texSize@{i}, float2(input.texClampS@{i}, input.texClampT@{i}));
|
||||
@elseif(s)
|
||||
tc@{i} = float2(clamp(tc@{i}.x, 0.5 / texSize@{i}.x, input.texClampS@{i}), tc@{i}.y);
|
||||
@else
|
||||
tc@{i} = float2(tc@{i}.x, clamp(tc@{i}.y, 0.5 / texSize@{i}.y, input.texClampT@{i}));
|
||||
@end
|
||||
@end
|
||||
|
||||
@if(o_three_point_filtering)
|
||||
float4 texVal@{i};
|
||||
if (textures[@{i}].linear_filtering) {
|
||||
@if(o_masks[i])
|
||||
texVal@{i} = tex2D3PointFilter(g_texture@{i}, g_sampler@{i}, tc@{i}, float2(textures[@{i}].width, textures[@{i}].height));
|
||||
float2 maskSize@{i};
|
||||
g_textureMask@{i}.GetDimensions(maskSize@{i}.x, maskSize@{i}.y);
|
||||
float4 maskVal@{i} = tex2D3PointFilter(g_textureMask@{i}, g_sampler@{i}, tc@{i}, maskSize@{i});
|
||||
@if(o_blend[i])
|
||||
float4 blendVal@{i} = tex2D3PointFilter(g_textureBlend@{i}, g_sampler@{i}, tc@{i}, float2(textures[@{i}].width, textures[@{i}].height));
|
||||
@else
|
||||
float4 blendVal@{i} = float4(0, 0, 0, 0);
|
||||
@end
|
||||
|
||||
texVal@{i} = lerp(texVal@{i}, blendVal@{i}, maskVal@{i}.a);
|
||||
@else
|
||||
texVal@{i} = tex2D3PointFilter(g_texture@{i}, g_sampler@{i}, tc@{i}, float2(textures[@{i}].width, textures[@{i}].height));
|
||||
@end
|
||||
} else {
|
||||
texVal@{i} = g_texture@{i}.Sample(g_sampler@{i}, tc@{i});
|
||||
@if(o_masks[i])
|
||||
@if(o_blend[i])
|
||||
float4 blendVal@{i} = g_textureBlend@{i}.Sample(g_sampler@{i}, tc@{i});
|
||||
@else
|
||||
float4 blendVal@{i} = float4(0, 0, 0, 0);
|
||||
@end
|
||||
texval@{i} = lerp(texVal@{i}, blendVal@{i}, g_textureMask@{i}.Sample(g_sampler@{i}, tc@{i}).a);
|
||||
@end
|
||||
}
|
||||
@else
|
||||
float4 texVal@{i} = g_texture@{i}.Sample(g_sampler@{i}, tc@{i});
|
||||
@if(o_masks[i])
|
||||
@if(o_blend[i])
|
||||
float4 blendVal@{i} = g_textureBlend@{i}.Sample(g_sampler@{i}, tc@{i});
|
||||
@else
|
||||
float4 blendVal@{i} = float4(0, 0, 0, 0);
|
||||
@end
|
||||
texVal@{i} = lerp(texVal@{i}, blendVal@{i}, g_textureMask@{i}.Sample(g_sampler@{i}, tc@{i}).a);
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
|
||||
@if(o_alpha)
|
||||
float4 texel;
|
||||
@else
|
||||
float3 texel;
|
||||
@end
|
||||
|
||||
@if(o_2cyc)
|
||||
@{f_range = 2}
|
||||
@else
|
||||
@{f_range = 1}
|
||||
@end
|
||||
|
||||
@for(c in 0..f_range)
|
||||
@if(c == 1)
|
||||
@if(o_alpha)
|
||||
@if(o_c[c][1][2] == SHADER_COMBINED)
|
||||
texel.a = WRAP(texel.a, -1.01, 1.01);
|
||||
@else
|
||||
texel.a = WRAP(texel.a, -0.51, 1.51);
|
||||
@end
|
||||
@end
|
||||
|
||||
@if(o_c[c][0][2] == SHADER_COMBINED)
|
||||
texel.rgb = WRAP(texel.rgb, -1.01, 1.01);
|
||||
@else
|
||||
texel.rgb = WRAP(texel.rgb, -0.51, 1.51);
|
||||
@end
|
||||
@end
|
||||
|
||||
@if(!o_color_alpha_same[c] && o_alpha)
|
||||
texel = float4(@{
|
||||
append_formula(o_c[c], o_do_single[c][0],
|
||||
o_do_multiply[c][0], o_do_mix[c][0], false, false, true, c == 0)
|
||||
}, @{append_formula(o_c[c], o_do_single[c][1],
|
||||
o_do_multiply[c][1], o_do_mix[c][1], true, true, true, c == 0)
|
||||
});
|
||||
@else
|
||||
texel = @{append_formula(o_c[c], o_do_single[c][0],
|
||||
o_do_multiply[c][0], o_do_mix[c][0], o_alpha, false,
|
||||
o_alpha, c == 0)};
|
||||
@end
|
||||
@end
|
||||
|
||||
@if(o_texture_edge && o_alpha)
|
||||
if (texel.a > 0.19) texel.a = 1.0; else discard;
|
||||
@end
|
||||
|
||||
texel = WRAP(texel, -0.51, 1.51);
|
||||
texel = clamp(texel, 0.0, 1.0);
|
||||
// TODO discard if alpha is 0?
|
||||
@if(o_fog)
|
||||
@if(o_alpha)
|
||||
texel = float4(lerp(texel.rgb, input.fog.rgb, input.fog.a), texel.a);
|
||||
@else
|
||||
texel = lerp(texel, input.fog.rgb, input.fog.a);
|
||||
@end
|
||||
@end
|
||||
|
||||
@if(o_grayscale)
|
||||
float intensity = (texel.r + texel.g + texel.b) / 3.0;
|
||||
float3 new_texel = input.grayscale.rgb * intensity;
|
||||
texel.rgb = lerp(texel.rgb, new_texel, input.grayscale.a);
|
||||
@end
|
||||
|
||||
@if(o_alpha && o_noise)
|
||||
float2 coords = screenSpace.xy * noise_scale;
|
||||
texel.a *= round(saturate(random(float3(floor(coords), noise_frame)) + texel.a - 0.5));
|
||||
@end
|
||||
|
||||
@if(o_alpha)
|
||||
@if(o_alpha_threshold)
|
||||
if (texel.a < 8.0 / 256.0) discard;
|
||||
@end
|
||||
@if(o_invisible)
|
||||
texel.a = 0.0;
|
||||
@end
|
||||
@if(srgb_mode)
|
||||
return fromLinear(texel);
|
||||
@else
|
||||
return texel;
|
||||
@end
|
||||
@else
|
||||
@if(srgb_mode)
|
||||
return fromLinear(float4(texel, 1.0));
|
||||
@else
|
||||
return float4(texel, 1.0);
|
||||
@end
|
||||
@end
|
||||
}
|
284
port/shaders/metal/default.shader.metal
Normal file
|
@ -0,0 +1,284 @@
|
|||
@prism(type='metal', name='Fast3D Metal Shader', version='1.0.0', description='Ported shader to prism', author='Emill & Prism Team')
|
||||
|
||||
#include <metal_stdlib>
|
||||
using namespace metal;
|
||||
|
||||
// BEGIN VERTEX SHADER
|
||||
struct FrameUniforms {
|
||||
int frameCount;
|
||||
float noiseScale;
|
||||
};
|
||||
|
||||
struct Vertex {
|
||||
float4 position [[attribute(@{get_vertex_index()})]];
|
||||
@{update_floats(4)}
|
||||
@for(i in 0..2)
|
||||
@if(o_textures[i])
|
||||
float2 texCoord@{i} [[attribute(@{get_vertex_index()})]];
|
||||
@{update_floats(2)}
|
||||
@for(j in 0..2)
|
||||
@if(o_clamp[i][j])
|
||||
@if(j == 0)
|
||||
float texClampS@{i} [[attribute(@{get_vertex_index()})]];
|
||||
@else
|
||||
float texClampT@{i} [[attribute(@{get_vertex_index()})]];
|
||||
@end
|
||||
@{update_floats(1)}
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
@if(o_fog)
|
||||
float4 fog [[attribute(@{get_vertex_index()})]];
|
||||
@{update_floats(4)}
|
||||
@end
|
||||
@if(o_grayscale)
|
||||
float4 grayscale [[attribute(@{get_vertex_index()})]];
|
||||
@{update_floats(4)}
|
||||
@end
|
||||
@for(i in 0..o_inputs)
|
||||
@if(o_alpha)
|
||||
float4 input@{i + 1} [[attribute(@{get_vertex_index()})]];
|
||||
@{update_floats(4)}
|
||||
@else
|
||||
float3 input@{i + 1} [[attribute(@{get_vertex_index()})]];
|
||||
@{update_floats(3)}
|
||||
@end
|
||||
@end
|
||||
};
|
||||
|
||||
struct ProjectedVertex {
|
||||
@for(i in 0..2)
|
||||
@if(o_textures[i])
|
||||
float2 texCoord@{i};
|
||||
@for(j in 0..2)
|
||||
@if(o_clamp[i][j])
|
||||
@if(j == 0)
|
||||
float texClampS@{i};
|
||||
@else
|
||||
float texClampT@{i};
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
@if(o_fog)
|
||||
float4 fog;
|
||||
@end
|
||||
@if(o_grayscale)
|
||||
float4 grayscale;
|
||||
@end
|
||||
@for(i in 0..o_inputs)
|
||||
@if(o_alpha)
|
||||
float4 input@{i + 1};
|
||||
@else
|
||||
float3 input@{i + 1};
|
||||
@end
|
||||
@end
|
||||
float4 position [[position]];
|
||||
};
|
||||
|
||||
vertex ProjectedVertex vertexShader(Vertex in [[stage_in]]) {
|
||||
ProjectedVertex out;
|
||||
@for(i in 0..2)
|
||||
@if(o_textures[i])
|
||||
out.texCoord@{i} = in.texCoord@{i};
|
||||
@for(j in 0..2)
|
||||
@if(o_clamp[i][j])
|
||||
@if(j == 0)
|
||||
out.texClampS@{i} = in.texClampS@{i};
|
||||
@else
|
||||
out.texClampT@{i} = in.texClampT@{i};
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
@if(o_fog)
|
||||
out.fog = in.fog;
|
||||
@end
|
||||
@if(o_grayscale)
|
||||
out.grayscale = in.grayscale;
|
||||
@end
|
||||
@for(i in 0..o_inputs)
|
||||
out.input@{i + 1} = in.input@{i + 1};
|
||||
@end
|
||||
out.position = in.position;
|
||||
return out;
|
||||
}
|
||||
// END - BEGIN FRAGMENT SHADER
|
||||
|
||||
float mod(float x, float y) {
|
||||
return float(x - y * floor(x / y));
|
||||
}
|
||||
|
||||
float3 mod(float3 a, float3 b) {
|
||||
return float3(a.x - b.x * floor(a.x / b.x), a.y - b.y * floor(a.y / b.y), a.z - b.z * floor(a.z / b.z));
|
||||
}
|
||||
|
||||
float4 mod(float4 a, float4 b) {
|
||||
return float4(a.x - b.x * floor(a.x / b.x), a.y - b.y * floor(a.y / b.y), a.z - b.z * floor(a.z / b.z), a.w - b.w * floor(a.w / b.w));
|
||||
}
|
||||
|
||||
#define WRAP(x, low, high) mod((x)-(low), (high)-(low)) + (low)
|
||||
#define TEX_OFFSET(tex, texSmplr, texCoord, off, texSize) tex.sample(texSmplr, texCoord - off / texSize)
|
||||
|
||||
@if(o_three_point_filtering)
|
||||
float4 filter3point(thread const texture2d<float> tex, thread const sampler texSmplr, thread const float2& texCoord, thread const float2& texSize) {
|
||||
float2 offset = fract((texCoord * texSize) - float2(0.5));
|
||||
offset -= float2(step(1.0, offset.x + offset.y));
|
||||
float4 c0 = TEX_OFFSET(tex, texSmplr, texCoord, offset, texSize);
|
||||
float4 c1 = TEX_OFFSET(tex, texSmplr, texCoord, float2(offset.x - sign(offset.x), offset.y), texSize);
|
||||
float4 c2 = TEX_OFFSET(tex, texSmplr, texCoord, float2(offset.x, offset.y - sign(offset.y)), texSize);
|
||||
return c0 + abs(offset.x) * (c1 - c0) + abs(offset.y) * (c2 - c0);
|
||||
}
|
||||
|
||||
float4 hookTexture2D(thread const texture2d<float> tex, thread const sampler texSmplr, thread const float2& uv, thread const float2& texSize) {
|
||||
return filter3point(tex, texSmplr, uv, texSize);
|
||||
}
|
||||
@else
|
||||
float4 hookTexture2D(thread const texture2d<float> tex, thread const sampler texSmplr, thread const float2& uv, thread const float2& texSize) {
|
||||
return tex.sample(texSmplr, uv);
|
||||
}
|
||||
@end
|
||||
|
||||
float random(float3 value) {
|
||||
float random = dot(sin(value), float3(12.9898, 78.233, 37.719));
|
||||
return fract(sin(random) * 143758.5453);
|
||||
}
|
||||
|
||||
fragment float4 fragmentShader(ProjectedVertex in [[stage_in]], constant FrameUniforms &frameUniforms [[buffer(0)]]
|
||||
@if(o_textures[0])
|
||||
, texture2d<float> uTex0 [[texture(0)]], sampler uTex0Smplr [[sampler(0)]]
|
||||
@end
|
||||
@if(o_textures[1])
|
||||
, texture2d<float> uTex1 [[texture(1)]], sampler uTex1Smplr [[sampler(1)]]
|
||||
@end
|
||||
@if(o_masks[0])
|
||||
, texture2d<float> uTexMask0 [[texture(2)]]
|
||||
@end
|
||||
@if(o_masks[1])
|
||||
, texture2d<float> uTexMask1 [[texture(3)]]
|
||||
@end
|
||||
@if(o_blend[0])
|
||||
, texture2d<float> uTexBlend0 [[texture(4)]]
|
||||
@end
|
||||
@if(o_blend[1])
|
||||
, texture2d<float> uTexBlend1 [[texture(5)]]
|
||||
@end
|
||||
) {
|
||||
@for(i in 0..2)
|
||||
@if(o_textures[i])
|
||||
@{s = o_clamp[i][0]}
|
||||
@{t = o_clamp[i][1]}
|
||||
float2 texSize@{i} = float2(uTex@{i}.get_width(), uTex@{i}.get_height());
|
||||
@if(!s && !t)
|
||||
float2 vTexCoordAdj@{i} = in.texCoord@{i};
|
||||
@else
|
||||
@if(s && t)
|
||||
float2 vTexCoordAdj@{i} = fast::clamp(in.texCoord@{i}, float2(0.5) / texSize@{i}, float2(in.texClampS@{i}, in.texClampT@{i}));
|
||||
@elseif(s)
|
||||
float2 vTexCoordAdj@{i} = float2(fast::clamp(in.texCoord@{i}.x, 0.5 / texSize@{i}.x, in.texClampS@{i}), in.texCoord@{i}.y);
|
||||
@else
|
||||
float2 vTexCoordAdj@{i} = float2(in.texCoord@{i}.x, fast::clamp(in.texCoord@{i}.y, 0.5 / texSize@{i}.y, in.texClampT@{i}));
|
||||
@end
|
||||
@end
|
||||
|
||||
float4 texVal@{i} = hookTexture2D(uTex@{i}, uTex@{i}Smplr, vTexCoordAdj@{i}, texSize@{i});
|
||||
|
||||
@if(o_masks[i])
|
||||
float2 maskSize@{i} = float2(uTexMask@{i}.get_width(), uTexMask@{i}.get_height());
|
||||
float4 maskVal@{i} = hookTexture2D(uTexMask@{i}, uTex@{i}Smplr, vTexCoordAdj@{i}, maskSize@{i});
|
||||
@if(o_blend[i])
|
||||
float4 blendVal@{i} = hookTexture2D(uTexBlend@{i}, uTex@{i}Smplr, vTexCoordAdj@{i}, texSize@{i});
|
||||
@else
|
||||
float4 blendVal@{i} = float4(0, 0, 0, 0);
|
||||
@end
|
||||
|
||||
texVal@{i} = mix(texVal@{i}, blendVal@{i}, maskVal@{i}.w);
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
|
||||
@if(o_alpha)
|
||||
float4 texel;
|
||||
@else
|
||||
float3 texel;
|
||||
@end
|
||||
|
||||
@if(o_2cyc)
|
||||
@{f_range = 2}
|
||||
@else
|
||||
@{f_range = 1}
|
||||
@end
|
||||
|
||||
@for(c in 0..f_range)
|
||||
@if(c == 1)
|
||||
@if(o_alpha)
|
||||
@if(o_c[c][1][2] == SHADER_COMBINED)
|
||||
texel.w = WRAP(texel.w, -1.01, 1.01);
|
||||
@else
|
||||
texel.w = WRAP(texel.w, -0.51, 1.51);
|
||||
@end
|
||||
@end
|
||||
|
||||
@if(o_c[c][0][2] == SHADER_COMBINED)
|
||||
texel.xyz = WRAP(texel.xyz, -1.01, 1.01);
|
||||
@else
|
||||
texel.xyz = WRAP(texel.xyz, -0.51, 1.51);
|
||||
@end
|
||||
@end
|
||||
|
||||
@if(!o_color_alpha_same[c] && o_alpha)
|
||||
texel = float4(@{
|
||||
append_formula(o_c[c], o_do_single[c][0],
|
||||
o_do_multiply[c][0], o_do_mix[c][0], false, false, true, c == 0)
|
||||
}, @{append_formula(o_c[c], o_do_single[c][1],
|
||||
o_do_multiply[c][1], o_do_mix[c][1], true, true, true, c == 0)
|
||||
});
|
||||
@else
|
||||
texel = @{append_formula(o_c[c], o_do_single[c][0],
|
||||
o_do_multiply[c][0], o_do_mix[c][0], o_alpha, false,
|
||||
o_alpha, c == 0)};
|
||||
@end
|
||||
@end
|
||||
|
||||
@if(o_texture_edge && o_alpha)
|
||||
if (texel.w > 0.19) texel.w = 1.0; else discard_fragment();
|
||||
@end
|
||||
|
||||
texel = WRAP(texel, -0.51, 1.51);
|
||||
texel = clamp(texel, 0.0, 1.0);
|
||||
// TODO discard if alpha is 0?
|
||||
|
||||
@if(o_fog)
|
||||
@if(o_alpha)
|
||||
texel = float4(mix(texel.xyz, in.fog.xyz, in.fog.w), texel.w);
|
||||
@else
|
||||
texel = mix(texel, in.fog.xyz, in.fog.w);
|
||||
@end
|
||||
@end
|
||||
|
||||
@if(o_grayscale)
|
||||
float intensity = (texel.x + texel.y + texel.z) / 3.0;
|
||||
float3 new_texel = in.grayscale.xyz * intensity;
|
||||
texel.xyz = mix(texel.xyz, new_texel, in.grayscale.w);
|
||||
@end
|
||||
|
||||
@if(o_alpha && o_noise)
|
||||
float2 coords = screenSpace.xy * noise_scale;
|
||||
texel.w *= round(saturate(random(float3(floor(coords), noise_frame)) + texel.w - 0.5));
|
||||
@end
|
||||
|
||||
@if(o_alpha)
|
||||
@if(o_alpha_threshold)
|
||||
if (texel.w < 8.0 / 256.0) discard_fragment();
|
||||
@end
|
||||
@if(o_invisible)
|
||||
texel.w = 0.0;
|
||||
@end
|
||||
return texel;
|
||||
@else
|
||||
return float4(texel, 1.0);
|
||||
@end
|
||||
}
|
210
port/shaders/opengl/default.shader.fs
Normal file
|
@ -0,0 +1,210 @@
|
|||
@prism(type='fragment', name='Fast3D Fragment Shader', version='1.0.0', description='Ported shader to prism', author='Emill & Prism Team')
|
||||
|
||||
@{GLSL_VERSION}
|
||||
|
||||
@if(core_opengl || opengles)
|
||||
out vec4 vOutColor;
|
||||
@end
|
||||
|
||||
@for(i in 0..2)
|
||||
@if(o_textures[i])
|
||||
@{attr} vec2 vTexCoord@{i};
|
||||
@for(j in 0..2)
|
||||
@if(o_clamp[i][j])
|
||||
@if(j == 0)
|
||||
@{attr} float vTexClampS@{i};
|
||||
@else
|
||||
@{attr} float vTexClampT@{i};
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
|
||||
@if(o_fog) @{attr} vec4 vFog;
|
||||
@if(o_grayscale) @{attr} vec4 vGrayscaleColor;
|
||||
|
||||
@for(i in 0..o_inputs)
|
||||
@if(o_alpha)
|
||||
@{attr} vec4 vInput@{i + 1};
|
||||
@else
|
||||
@{attr} vec3 vInput@{i + 1};
|
||||
@end
|
||||
@end
|
||||
|
||||
@if(o_textures[0]) uniform sampler2D uTex0;
|
||||
@if(o_textures[1]) uniform sampler2D uTex1;
|
||||
|
||||
@if(o_masks[0]) uniform sampler2D uTexMask0;
|
||||
@if(o_masks[1]) uniform sampler2D uTexMask1;
|
||||
|
||||
@if(o_blend[0]) uniform sampler2D uTexBlend0;
|
||||
@if(o_blend[1]) uniform sampler2D uTexBlend1;
|
||||
|
||||
uniform int frame_count;
|
||||
uniform float noise_scale;
|
||||
|
||||
#define TEX_OFFSET(off) @{texture}(tex, texCoord - off / texSize)
|
||||
#define WRAP(x, low, high) mod((x)-(low), (high)-(low)) + (low)
|
||||
|
||||
float random(in vec3 value) {
|
||||
float random = dot(sin(value), vec3(12.9898, 78.233, 37.719));
|
||||
return fract(sin(random) * 143758.5453);
|
||||
}
|
||||
|
||||
vec4 fromLinear(vec4 linearRGB){
|
||||
bvec3 cutoff = lessThan(linearRGB.rgb, vec3(0.0031308));
|
||||
vec3 higher = vec3(1.055)*pow(linearRGB.rgb, vec3(1.0/2.4)) - vec3(0.055);
|
||||
vec3 lower = linearRGB.rgb * vec3(12.92);
|
||||
return vec4(mix(higher, lower, cutoff), linearRGB.a);
|
||||
}
|
||||
|
||||
@if(o_current_filter == FILTER_THREE_POINT)
|
||||
vec4 filter3point(in sampler2D tex, in vec2 texCoord, in vec2 texSize) {
|
||||
vec2 offset = fract(texCoord*texSize - vec2(0.5));
|
||||
offset -= step(1.0, offset.x + offset.y);
|
||||
vec4 c0 = TEX_OFFSET(offset);
|
||||
vec4 c1 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y));
|
||||
vec4 c2 = TEX_OFFSET(vec2(offset.x, offset.y - sign(offset.y)));
|
||||
return c0 + abs(offset.x)*(c1-c0) + abs(offset.y)*(c2-c0);
|
||||
}
|
||||
|
||||
vec4 hookTexture2D(in sampler2D tex, in vec2 uv, in vec2 texSize) {
|
||||
return filter3point(tex, uv, texSize);
|
||||
}
|
||||
@else
|
||||
vec4 hookTexture2D(in sampler2D tex, in vec2 uv, in vec2 texSize) {
|
||||
return @{texture}(tex, uv);
|
||||
}
|
||||
@end
|
||||
|
||||
void main() {
|
||||
@for(i in 0..2)
|
||||
@if(o_textures[i])
|
||||
@{s = o_clamp[i][0]}
|
||||
@{t = o_clamp[i][1]}
|
||||
|
||||
@if(opengles)
|
||||
vec2 texSize@{i} = vec2(textureSize(uTex@{i}, 0));
|
||||
@else
|
||||
vec2 texSize@{i} = textureSize(uTex@{i}, 0);
|
||||
@end
|
||||
|
||||
@if(!s && !t)
|
||||
vec2 vTexCoordAdj@{i} = vTexCoord@{i};
|
||||
@else
|
||||
@if(s && t)
|
||||
vec2 vTexCoordAdj@{i} = clamp(vTexCoord@{i}, 0.5 / texSize@{i}, vec2(vTexClampS@{i}, vTexClampT@{i}));
|
||||
@elseif(s)
|
||||
vec2 vTexCoordAdj@{i} = vec2(clamp(vTexCoord@{i}.s, 0.5 / texSize@{i}.s, vTexClampS@{i}), vTexCoord@{i}.t);
|
||||
@else
|
||||
vec2 vTexCoordAdj@{i} = vec2(vTexCoord@{i}.s, clamp(vTexCoord@{i}.t, 0.5 / texSize@{i}.t, vTexClampT@{i}));
|
||||
@end
|
||||
@end
|
||||
|
||||
vec4 texVal@{i} = hookTexture2D(uTex@{i}, vTexCoordAdj@{i}, texSize@{i});
|
||||
|
||||
@if(o_masks[i])
|
||||
@if(opengles)
|
||||
vec2 maskSize@{i} = vec2(textureSize(uTexMask@{i}, 0));
|
||||
@else
|
||||
vec2 maskSize@{i} = textureSize(uTexMask@{i}, 0);
|
||||
@end
|
||||
|
||||
vec4 maskVal@{i} = hookTexture2D(uTexMask@{i}, vTexCoordAdj@{i}, maskSize@{i});
|
||||
|
||||
@if(o_blend[i])
|
||||
vec4 blendVal@{i} = hookTexture2D(uTexBlend@{i}, vTexCoordAdj@{i}, texSize@{i});
|
||||
@else
|
||||
vec4 blendVal@{i} = vec4(0, 0, 0, 0);
|
||||
@end
|
||||
|
||||
texVal@{i} = mix(texVal@{i}, blendVal@{i}, maskVal@{i}.a);
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
|
||||
@if(o_alpha)
|
||||
vec4 texel;
|
||||
@else
|
||||
vec3 texel;
|
||||
@end
|
||||
|
||||
@if(o_2cyc)
|
||||
@{f_range = 2}
|
||||
@else
|
||||
@{f_range = 1}
|
||||
@end
|
||||
|
||||
@for(c in 0..f_range)
|
||||
@if(c == 1)
|
||||
@if(o_alpha)
|
||||
@if(o_c[c][1][2] == SHADER_COMBINED)
|
||||
texel.a = WRAP(texel.a, -1.01, 1.01);
|
||||
@else
|
||||
texel.a = WRAP(texel.a, -0.51, 1.51);
|
||||
@end
|
||||
@end
|
||||
|
||||
@if(o_c[c][0][2] == SHADER_COMBINED)
|
||||
texel.rgb = WRAP(texel.rgb, -1.01, 1.01);
|
||||
@else
|
||||
texel.rgb = WRAP(texel.rgb, -0.51, 1.51);
|
||||
@end
|
||||
@end
|
||||
|
||||
@if(!o_color_alpha_same[c] && o_alpha)
|
||||
texel = vec4(@{
|
||||
append_formula(o_c[c], o_do_single[c][0],
|
||||
o_do_multiply[c][0], o_do_mix[c][0], false, false, true, c == 0)
|
||||
}, @{append_formula(o_c[c], o_do_single[c][1],
|
||||
o_do_multiply[c][1], o_do_mix[c][1], true, true, true, c == 0)
|
||||
});
|
||||
@else
|
||||
texel = @{append_formula(o_c[c], o_do_single[c][0],
|
||||
o_do_multiply[c][0], o_do_mix[c][0], o_alpha, false,
|
||||
o_alpha, c == 0)};
|
||||
@end
|
||||
@end
|
||||
|
||||
texel = WRAP(texel, -0.51, 1.51);
|
||||
texel = clamp(texel, 0.0, 1.0);
|
||||
// TODO discard if alpha is 0?
|
||||
@if(o_fog)
|
||||
@if(o_alpha)
|
||||
texel = vec4(mix(texel.rgb, vFog.rgb, vFog.a), texel.a);
|
||||
@else
|
||||
texel = mix(texel, vFog.rgb, vFog.a);
|
||||
@end
|
||||
@end
|
||||
|
||||
@if(o_texture_edge && o_alpha)
|
||||
if (texel.a > 0.19) texel.a = 1.0; else discard;
|
||||
@end
|
||||
|
||||
@if(o_alpha && o_noise)
|
||||
texel.a *= floor(clamp(random(vec3(floor(gl_FragCoord.xy * noise_scale), float(frame_count))) + texel.a, 0.0, 1.0));
|
||||
@end
|
||||
|
||||
@if(o_grayscale)
|
||||
float intensity = (texel.r + texel.g + texel.b) / 3.0;
|
||||
vec3 new_texel = vGrayscaleColor.rgb * intensity;
|
||||
texel.rgb = mix(texel.rgb, new_texel, vGrayscaleColor.a);
|
||||
@end
|
||||
|
||||
@if(o_alpha)
|
||||
@if(o_alpha_threshold)
|
||||
if (texel.a < 8.0 / 256.0) discard;
|
||||
@end
|
||||
@if(o_invisible)
|
||||
texel.a = 0.0;
|
||||
@end
|
||||
@{vOutColor} = texel;
|
||||
@else
|
||||
@{vOutColor} = vec4(texel, 1.0);
|
||||
@end
|
||||
|
||||
@if(srgb_mode)
|
||||
@{vOutColor} = fromLinear(@{vOutColor});
|
||||
@end
|
||||
}
|
79
port/shaders/opengl/default.shader.vs
Normal file
|
@ -0,0 +1,79 @@
|
|||
@prism(type='fragment', name='Fast3D Fragment Shader', version='1.0.0', description='Ported shader to prism', author='Emill & Prism Team')
|
||||
|
||||
@{GLSL_VERSION}
|
||||
|
||||
@{attr} vec4 aVtxPos;
|
||||
|
||||
@for(i in 0..2)
|
||||
@if(o_textures[i])
|
||||
@{attr} vec2 aTexCoord@{i};
|
||||
@{out} vec2 vTexCoord@{i};
|
||||
@{update_floats(2)}
|
||||
@for(j in 0..2)
|
||||
@if(o_clamp[i][j])
|
||||
@if(j == 0)
|
||||
@{attr} float aTexClampS@{i};
|
||||
@{out} float vTexClampS@{i};
|
||||
@else
|
||||
@{attr} float aTexClampT@{i};
|
||||
@{out} float vTexClampT@{i};
|
||||
@end
|
||||
@{update_floats(1)}
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
|
||||
@if(o_fog)
|
||||
@{attr} vec4 aFog;
|
||||
@{out} vec4 vFog;
|
||||
@{update_floats(4)}
|
||||
@end
|
||||
|
||||
@if(o_grayscale)
|
||||
@{attr} vec4 aGrayscaleColor;
|
||||
@{out} vec4 vGrayscaleColor;
|
||||
@{update_floats(4)}
|
||||
@end
|
||||
|
||||
@for(i in 0..o_inputs)
|
||||
@if(o_alpha)
|
||||
@{attr} vec4 aInput@{i + 1};
|
||||
@{out} vec4 vInput@{i + 1};
|
||||
@{update_floats(4)}
|
||||
@else
|
||||
@{attr} vec3 aInput@{i + 1};
|
||||
@{out} vec3 vInput@{i + 1};
|
||||
@{update_floats(3)}
|
||||
@end
|
||||
@end
|
||||
|
||||
void main() {
|
||||
@for(i in 0..2)
|
||||
@if(o_textures[i])
|
||||
vTexCoord@{i} = aTexCoord@{i};
|
||||
@for(j in 0..2)
|
||||
@if(o_clamp[i][j])
|
||||
@if(j == 0)
|
||||
vTexClampS@{i} = aTexClampS@{i};
|
||||
@else
|
||||
vTexClampT@{i} = aTexClampT@{i};
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
@end
|
||||
@if(o_fog)
|
||||
vFog = aFog;
|
||||
@end
|
||||
@if(o_grayscale)
|
||||
vGrayscaleColor = aGrayscaleColor;
|
||||
@end
|
||||
@for(i in 0..o_inputs)
|
||||
vInput@{i + 1} = aInput@{i + 1};
|
||||
@end
|
||||
gl_Position = aVtxPos;
|
||||
@if(opengles)
|
||||
gl_Position.z *= 0.3f;
|
||||
@end
|
||||
}
|
|
@ -1 +1 @@
|
|||
Subproject commit 7598e2932c3b8e0c08cddd2ac52ab735dbeefdf0
|
||||
Subproject commit 228a17c68282092b6c3937c46b943229388931fe
|