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authorFire-Head <Fire-Head@users.noreply.github.com>2020-12-07 19:50:18 +0100
committerFire-Head <Fire-Head@users.noreply.github.com>2020-12-07 19:50:18 +0100
commit87bca997a45c3364b3994fddb40230ef20a56d90 (patch)
tree1a4c6997451d097141386bf246dfeef97dd2794c /src/extras/shaders
parentps2 hud, restore original code (diff)
parentFixing the Ghost vehicle name. (diff)
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Diffstat (limited to 'src/extras/shaders')
-rw-r--r--src/extras/shaders/Makefile69
-rw-r--r--src/extras/shaders/colourfilterIII.frag11
-rw-r--r--src/extras/shaders/colourfilterIII_fs_gl.inc (renamed from src/extras/shaders/colourfilterIII_fs_gl3.inc)11
-rw-r--r--src/extras/shaders/contrast.frag11
-rw-r--r--src/extras/shaders/contrast_fs_gl.inc (renamed from src/extras/shaders/contrast_fs_gl3.inc)11
-rw-r--r--src/extras/shaders/default_UV2.vert14
-rw-r--r--src/extras/shaders/default_UV2_gl.inc (renamed from src/extras/shaders/default_UV2_gl3.inc)14
-rw-r--r--src/extras/shaders/im2d.vert10
-rw-r--r--src/extras/shaders/im2d_UV2.vert21
-rw-r--r--src/extras/shaders/im2d_UV2_gl.inc23
-rw-r--r--src/extras/shaders/im2d_gl.inc (renamed from src/extras/shaders/im2d_gl3.inc)10
-rw-r--r--src/extras/shaders/neoGloss.frag14
-rw-r--r--src/extras/shaders/neoGloss.vert14
-rw-r--r--src/extras/shaders/neoGloss_fs_gl.inc (renamed from src/extras/shaders/neoGloss_fs_gl3.inc)14
-rw-r--r--src/extras/shaders/neoGloss_vs_gl.inc (renamed from src/extras/shaders/neoGloss_vs_gl3.inc)14
-rw-r--r--src/extras/shaders/neoRim.vert13
-rw-r--r--src/extras/shaders/neoRimSkin.vert15
-rw-r--r--src/extras/shaders/neoRimSkin_gl.inc (renamed from src/extras/shaders/neoRimSkin_gl3.inc)15
-rw-r--r--src/extras/shaders/neoRim_gl.inc (renamed from src/extras/shaders/neoRim_gl3.inc)13
-rw-r--r--src/extras/shaders/neoVehicle.frag15
-rw-r--r--src/extras/shaders/neoVehicle.vert17
-rw-r--r--src/extras/shaders/neoVehicle_fs_gl.inc (renamed from src/extras/shaders/neoVehicle_fs_gl3.inc)15
-rw-r--r--src/extras/shaders/neoVehicle_vs_gl.inc (renamed from src/extras/shaders/neoVehicle_vs_gl3.inc)17
-rw-r--r--src/extras/shaders/neoWorldIII.frag14
-rw-r--r--src/extras/shaders/neoWorldIII_fs_gl.inc (renamed from src/extras/shaders/neoWorldIII_fs_gl3.inc)14
-rw-r--r--src/extras/shaders/screenDroplet.frag18
-rw-r--r--src/extras/shaders/screenDroplet_PS.csobin0 -> 324 bytes
-rw-r--r--src/extras/shaders/screenDroplet_PS.hlsl17
-rw-r--r--src/extras/shaders/screenDroplet_PS.inc29
-rw-r--r--src/extras/shaders/screenDroplet_fs_gl.inc20
-rw-r--r--src/extras/shaders/simple.frag11
-rw-r--r--src/extras/shaders/simple_fs_gl.inc (renamed from src/extras/shaders/simple_fs_gl3.inc)11
32 files changed, 310 insertions, 205 deletions
diff --git a/src/extras/shaders/Makefile b/src/extras/shaders/Makefile
index 6cbbf237..51e009d6 100644
--- a/src/extras/shaders/Makefile
+++ b/src/extras/shaders/Makefile
@@ -1,68 +1,79 @@
-all: im2d_gl3.inc simple_fs_gl3.inc default_UV2_gl3.inc \
- colourfilterIII_fs_gl3.inc contrast_fs_gl3.inc \
- neoRim_gl3.inc neoRimSkin_gl3.inc \
- neoWorldIII_fs_gl3.inc neoGloss_vs_gl3.inc neoGloss_fs_gl3.inc \
- neoVehicle_vs_gl3.inc neoVehicle_fs_gl3.inc
+all: im2d_gl.inc simple_fs_gl.inc default_UV2_gl.inc \
+ colourfilterIII_fs_gl.inc contrast_fs_gl.inc \
+ neoRim_gl.inc neoRimSkin_gl.inc \
+ neoWorldIII_fs_gl.inc neoGloss_vs_gl.inc neoGloss_fs_gl.inc \
+ neoVehicle_vs_gl.inc neoVehicle_fs_gl.inc \
+ im2d_UV2_gl.inc screenDroplet_fs_gl.inc
-im2d_gl3.inc: im2d.vert
+im2d_gl.inc: im2d.vert
(echo 'const char *im2d_vert_src =';\
sed 's/..*/"&\\n"/' im2d.vert;\
- echo ';') >im2d_gl3.inc
+ echo ';') >im2d_gl.inc
-simple_fs_gl3.inc: simple.frag
+simple_fs_gl.inc: simple.frag
(echo 'const char *simple_frag_src =';\
sed 's/..*/"&\\n"/' simple.frag;\
- echo ';') >simple_fs_gl3.inc
+ echo ';') >simple_fs_gl.inc
-default_UV2_gl3.inc: default_UV2.vert
+default_UV2_gl.inc: default_UV2.vert
(echo 'const char *default_UV2_vert_src =';\
sed 's/..*/"&\\n"/' default_UV2.vert;\
- echo ';') >default_UV2_gl3.inc
+ echo ';') >default_UV2_gl.inc
-colourfilterIII_fs_gl3.inc: colourfilterIII.frag
+colourfilterIII_fs_gl.inc: colourfilterIII.frag
(echo 'const char *colourfilterIII_frag_src =';\
sed 's/..*/"&\\n"/' colourfilterIII.frag;\
- echo ';') >colourfilterIII_fs_gl3.inc
+ echo ';') >colourfilterIII_fs_gl.inc
-contrast_fs_gl3.inc: contrast.frag
+contrast_fs_gl.inc: contrast.frag
(echo 'const char *contrast_frag_src =';\
sed 's/..*/"&\\n"/' contrast.frag;\
- echo ';') >contrast_fs_gl3.inc
+ echo ';') >contrast_fs_gl.inc
-neoRim_gl3.inc: neoRim.vert
+neoRim_gl.inc: neoRim.vert
(echo 'const char *neoRim_vert_src =';\
sed 's/..*/"&\\n"/' neoRim.vert;\
- echo ';') >neoRim_gl3.inc
+ echo ';') >neoRim_gl.inc
-neoRimSkin_gl3.inc: neoRimSkin.vert
+neoRimSkin_gl.inc: neoRimSkin.vert
(echo 'const char *neoRimSkin_vert_src =';\
sed 's/..*/"&\\n"/' neoRimSkin.vert;\
- echo ';') >neoRimSkin_gl3.inc
+ echo ';') >neoRimSkin_gl.inc
-neoWorldIII_fs_gl3.inc: neoWorldIII.frag
+neoWorldIII_fs_gl.inc: neoWorldIII.frag
(echo 'const char *neoWorldIII_frag_src =';\
sed 's/..*/"&\\n"/' neoWorldIII.frag;\
- echo ';') >neoWorldIII_fs_gl3.inc
+ echo ';') >neoWorldIII_fs_gl.inc
-neoGloss_fs_gl3.inc: neoGloss.frag
+neoGloss_fs_gl.inc: neoGloss.frag
(echo 'const char *neoGloss_frag_src =';\
sed 's/..*/"&\\n"/' neoGloss.frag;\
- echo ';') >neoGloss_fs_gl3.inc
+ echo ';') >neoGloss_fs_gl.inc
-neoGloss_vs_gl3.inc: neoGloss.vert
+neoGloss_vs_gl.inc: neoGloss.vert
(echo 'const char *neoGloss_vert_src =';\
sed 's/..*/"&\\n"/' neoGloss.vert;\
- echo ';') >neoGloss_vs_gl3.inc
+ echo ';') >neoGloss_vs_gl.inc
-neoVehicle_vs_gl3.inc: neoVehicle.vert
+neoVehicle_vs_gl.inc: neoVehicle.vert
(echo 'const char *neoVehicle_vert_src =';\
sed 's/..*/"&\\n"/' neoVehicle.vert;\
- echo ';') >neoVehicle_vs_gl3.inc
+ echo ';') >neoVehicle_vs_gl.inc
-neoVehicle_fs_gl3.inc: neoVehicle.frag
+neoVehicle_fs_gl.inc: neoVehicle.frag
(echo 'const char *neoVehicle_frag_src =';\
sed 's/..*/"&\\n"/' neoVehicle.frag;\
- echo ';') >neoVehicle_fs_gl3.inc
+ echo ';') >neoVehicle_fs_gl.inc
+
+im2d_UV2_gl.inc: im2d_UV2.vert
+ (echo 'const char *im2d_UV2_vert_src =';\
+ sed 's/..*/"&\\n"/' im2d_UV2.vert;\
+ echo ';') >im2d_UV2_gl.inc
+
+screenDroplet_fs_gl.inc: screenDroplet.frag
+ (echo 'const char *screenDroplet_frag_src =';\
+ sed 's/..*/"&\\n"/' screenDroplet.frag;\
+ echo ';') >screenDroplet_fs_gl.inc
diff --git a/src/extras/shaders/colourfilterIII.frag b/src/extras/shaders/colourfilterIII.frag
index 4c9a8400..b41cb94a 100644
--- a/src/extras/shaders/colourfilterIII.frag
+++ b/src/extras/shaders/colourfilterIII.frag
@@ -1,11 +1,9 @@
uniform sampler2D tex0;
uniform vec4 u_blurcolor;
-in vec4 v_color;
-in vec2 v_tex0;
-in float v_fog;
-
-out vec4 color;
+FSIN vec4 v_color;
+FSIN vec2 v_tex0;
+FSIN float v_fog;
void
main(void)
@@ -17,7 +15,10 @@ main(void)
vec4 tmp = dst*(1.0-a) + prev*u_blurcolor*a;
prev = clamp(tmp, 0.0, 1.0);
}
+ vec4 color;
color.rgb = prev.rgb;
color.a = 1.0f;
+
+ FRAGCOLOR(color);
}
diff --git a/src/extras/shaders/colourfilterIII_fs_gl3.inc b/src/extras/shaders/colourfilterIII_fs_gl.inc
index 5530a4fa..6fd1935b 100644
--- a/src/extras/shaders/colourfilterIII_fs_gl3.inc
+++ b/src/extras/shaders/colourfilterIII_fs_gl.inc
@@ -2,11 +2,9 @@ const char *colourfilterIII_frag_src =
"uniform sampler2D tex0;\n"
"uniform vec4 u_blurcolor;\n"
-"in vec4 v_color;\n"
-"in vec2 v_tex0;\n"
-"in float v_fog;\n"
-
-"out vec4 color;\n"
+"FSIN vec4 v_color;\n"
+"FSIN vec2 v_tex0;\n"
+"FSIN float v_fog;\n"
"void\n"
"main(void)\n"
@@ -18,8 +16,11 @@ const char *colourfilterIII_frag_src =
" vec4 tmp = dst*(1.0-a) + prev*u_blurcolor*a;\n"
" prev = clamp(tmp, 0.0, 1.0);\n"
" }\n"
+" vec4 color;\n"
" color.rgb = prev.rgb;\n"
" color.a = 1.0f;\n"
+
+" FRAGCOLOR(color);\n"
"}\n"
;
diff --git a/src/extras/shaders/contrast.frag b/src/extras/shaders/contrast.frag
index d6dec478..1b93f6fe 100644
--- a/src/extras/shaders/contrast.frag
+++ b/src/extras/shaders/contrast.frag
@@ -2,17 +2,18 @@ uniform sampler2D tex0;
uniform vec3 u_contrastAdd;
uniform vec3 u_contrastMult;
-in vec4 v_color;
-in vec2 v_tex0;
-in float v_fog;
-
-out vec4 color;
+FSIN vec4 v_color;
+FSIN vec2 v_tex0;
+FSIN float v_fog;
void
main(void)
{
vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
+ vec4 color;
color.rgb = dst.rgb*u_contrastMult + u_contrastAdd;
color.a = 1.0f;
+
+ FRAGCOLOR(color);
}
diff --git a/src/extras/shaders/contrast_fs_gl3.inc b/src/extras/shaders/contrast_fs_gl.inc
index 58aaf079..97f78194 100644
--- a/src/extras/shaders/contrast_fs_gl3.inc
+++ b/src/extras/shaders/contrast_fs_gl.inc
@@ -3,18 +3,19 @@ const char *contrast_frag_src =
"uniform vec3 u_contrastAdd;\n"
"uniform vec3 u_contrastMult;\n"
-"in vec4 v_color;\n"
-"in vec2 v_tex0;\n"
-"in float v_fog;\n"
-
-"out vec4 color;\n"
+"FSIN vec4 v_color;\n"
+"FSIN vec2 v_tex0;\n"
+"FSIN float v_fog;\n"
"void\n"
"main(void)\n"
"{\n"
" vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
+" vec4 color;\n"
" color.rgb = dst.rgb*u_contrastMult + u_contrastAdd;\n"
" color.a = 1.0f;\n"
+
+" FRAGCOLOR(color);\n"
"}\n"
;
diff --git a/src/extras/shaders/default_UV2.vert b/src/extras/shaders/default_UV2.vert
index 3dbad20f..694c012b 100644
--- a/src/extras/shaders/default_UV2.vert
+++ b/src/extras/shaders/default_UV2.vert
@@ -1,13 +1,9 @@
-layout(location = 0) in vec3 in_pos;
-layout(location = 1) in vec3 in_normal;
-layout(location = 2) in vec4 in_color;
-layout(location = 3) in vec2 in_tex0;
-layout(location = 4) in vec2 in_tex1;
+VSIN(ATTRIB_POS) vec3 in_pos;
-out vec4 v_color;
-out vec2 v_tex0;
-out vec2 v_tex1;
-out float v_fog;
+VSOUT vec4 v_color;
+VSOUT vec2 v_tex0;
+VSOUT vec2 v_tex1;
+VSOUT float v_fog;
void
main(void)
diff --git a/src/extras/shaders/default_UV2_gl3.inc b/src/extras/shaders/default_UV2_gl.inc
index 14106b29..450f3d9a 100644
--- a/src/extras/shaders/default_UV2_gl3.inc
+++ b/src/extras/shaders/default_UV2_gl.inc
@@ -1,14 +1,10 @@
const char *default_UV2_vert_src =
-"layout(location = 0) in vec3 in_pos;\n"
-"layout(location = 1) in vec3 in_normal;\n"
-"layout(location = 2) in vec4 in_color;\n"
-"layout(location = 3) in vec2 in_tex0;\n"
-"layout(location = 4) in vec2 in_tex1;\n"
+"VSIN(ATTRIB_POS) vec3 in_pos;\n"
-"out vec4 v_color;\n"
-"out vec2 v_tex0;\n"
-"out vec2 v_tex1;\n"
-"out float v_fog;\n"
+"VSOUT vec4 v_color;\n"
+"VSOUT vec2 v_tex0;\n"
+"VSOUT vec2 v_tex1;\n"
+"VSOUT float v_fog;\n"
"void\n"
"main(void)\n"
diff --git a/src/extras/shaders/im2d.vert b/src/extras/shaders/im2d.vert
index 241593b1..fcd81c2c 100644
--- a/src/extras/shaders/im2d.vert
+++ b/src/extras/shaders/im2d.vert
@@ -1,12 +1,10 @@
uniform vec4 u_xform;
-layout(location = 0) in vec4 in_pos;
-layout(location = 2) in vec4 in_color;
-layout(location = 3) in vec2 in_tex0;
+VSIN(ATTRIB_POS) vec4 in_pos;
-out vec4 v_color;
-out vec2 v_tex0;
-out float v_fog;
+VSOUT vec4 v_color;
+VSOUT vec2 v_tex0;
+VSOUT float v_fog;
void
main(void)
diff --git a/src/extras/shaders/im2d_UV2.vert b/src/extras/shaders/im2d_UV2.vert
new file mode 100644
index 00000000..e5fd4d08
--- /dev/null
+++ b/src/extras/shaders/im2d_UV2.vert
@@ -0,0 +1,21 @@
+uniform vec4 u_xform;
+
+VSIN(ATTRIB_POS) vec4 in_pos;
+
+VSOUT vec4 v_color;
+VSOUT vec2 v_tex0;
+VSOUT vec2 v_tex1;
+VSOUT float v_fog;
+
+void
+main(void)
+{
+ gl_Position = in_pos;
+ gl_Position.w = 1.0;
+ gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;
+ v_fog = DoFog(gl_Position.z);
+ gl_Position.xyz *= gl_Position.w;
+ v_color = in_color;
+ v_tex0 = in_tex0;
+ v_tex1 = in_tex1;
+}
diff --git a/src/extras/shaders/im2d_UV2_gl.inc b/src/extras/shaders/im2d_UV2_gl.inc
new file mode 100644
index 00000000..3feb2bc1
--- /dev/null
+++ b/src/extras/shaders/im2d_UV2_gl.inc
@@ -0,0 +1,23 @@
+const char *im2d_UV2_vert_src =
+"uniform vec4 u_xform;\n"
+
+"VSIN(ATTRIB_POS) vec4 in_pos;\n"
+
+"VSOUT vec4 v_color;\n"
+"VSOUT vec2 v_tex0;\n"
+"VSOUT vec2 v_tex1;\n"
+"VSOUT float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" gl_Position = in_pos;\n"
+" gl_Position.w = 1.0;\n"
+" gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;\n"
+" v_fog = DoFog(gl_Position.z);\n"
+" gl_Position.xyz *= gl_Position.w;\n"
+" v_color = in_color;\n"
+" v_tex0 = in_tex0;\n"
+" v_tex1 = in_tex1;\n"
+"}\n"
+;
diff --git a/src/extras/shaders/im2d_gl3.inc b/src/extras/shaders/im2d_gl.inc
index 68341b39..d11f5d33 100644
--- a/src/extras/shaders/im2d_gl3.inc
+++ b/src/extras/shaders/im2d_gl.inc
@@ -1,13 +1,11 @@
const char *im2d_vert_src =
"uniform vec4 u_xform;\n"
-"layout(location = 0) in vec4 in_pos;\n"
-"layout(location = 2) in vec4 in_color;\n"
-"layout(location = 3) in vec2 in_tex0;\n"
+"VSIN(ATTRIB_POS) vec4 in_pos;\n"
-"out vec4 v_color;\n"
-"out vec2 v_tex0;\n"
-"out float v_fog;\n"
+"VSOUT vec4 v_color;\n"
+"VSOUT vec2 v_tex0;\n"
+"VSOUT float v_fog;\n"
"void\n"
"main(void)\n"
diff --git a/src/extras/shaders/neoGloss.frag b/src/extras/shaders/neoGloss.frag
index 14ef0e15..4f097b0b 100644
--- a/src/extras/shaders/neoGloss.frag
+++ b/src/extras/shaders/neoGloss.frag
@@ -4,17 +4,15 @@ uniform vec4 u_reflProps;
#define glossMult (u_reflProps.x)
-in vec3 v_normal;
-in vec3 v_light;
-in vec2 v_tex0;
-in float v_fog;
-
-out vec4 color;
+FSIN vec3 v_normal;
+FSIN vec3 v_light;
+FSIN vec2 v_tex0;
+FSIN float v_fog;
void
main(void)
{
- color = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
+ vec4 color = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
vec3 n = 2.0*v_normal-1.0; // unpack
vec3 v = 2.0*v_light-1.0; //
@@ -22,5 +20,7 @@ main(void)
color = s*s*s*s*s*s*s*s*color*v_fog*glossMult;
DoAlphaTest(color.a);
+
+ FRAGCOLOR(color);
}
diff --git a/src/extras/shaders/neoGloss.vert b/src/extras/shaders/neoGloss.vert
index 78dd1b33..41102f3f 100644
--- a/src/extras/shaders/neoGloss.vert
+++ b/src/extras/shaders/neoGloss.vert
@@ -1,15 +1,11 @@
uniform vec3 u_eye;
+VSIN(ATTRIB_POS) vec3 in_pos;
-layout(location = 0) in vec3 in_pos;
-layout(location = 1) in vec3 in_normal;
-layout(location = 2) in vec4 in_color;
-layout(location = 3) in vec2 in_tex0;
-
-out vec3 v_normal;
-out vec3 v_light;
-out vec2 v_tex0;
-out float v_fog;
+VSOUT vec3 v_normal;
+VSOUT vec3 v_light;
+VSOUT vec2 v_tex0;
+VSOUT float v_fog;
void
main(void)
diff --git a/src/extras/shaders/neoGloss_fs_gl3.inc b/src/extras/shaders/neoGloss_fs_gl.inc
index 736b0c5d..67e9724e 100644
--- a/src/extras/shaders/neoGloss_fs_gl3.inc
+++ b/src/extras/shaders/neoGloss_fs_gl.inc
@@ -5,17 +5,15 @@ const char *neoGloss_frag_src =
"#define glossMult (u_reflProps.x)\n"
-"in vec3 v_normal;\n"
-"in vec3 v_light;\n"
-"in vec2 v_tex0;\n"
-"in float v_fog;\n"
-
-"out vec4 color;\n"
+"FSIN vec3 v_normal;\n"
+"FSIN vec3 v_light;\n"
+"FSIN vec2 v_tex0;\n"
+"FSIN float v_fog;\n"
"void\n"
"main(void)\n"
"{\n"
-" color = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
+" vec4 color = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
" vec3 n = 2.0*v_normal-1.0; // unpack\n"
" vec3 v = 2.0*v_light-1.0; //\n"
@@ -23,6 +21,8 @@ const char *neoGloss_frag_src =
" color = s*s*s*s*s*s*s*s*color*v_fog*glossMult;\n"
" DoAlphaTest(color.a);\n"
+
+" FRAGCOLOR(color);\n"
"}\n"
;
diff --git a/src/extras/shaders/neoGloss_vs_gl3.inc b/src/extras/shaders/neoGloss_vs_gl.inc
index 4adc9cb2..dffb423f 100644
--- a/src/extras/shaders/neoGloss_vs_gl3.inc
+++ b/src/extras/shaders/neoGloss_vs_gl.inc
@@ -1,16 +1,12 @@
const char *neoGloss_vert_src =
"uniform vec3 u_eye;\n"
+"VSIN(ATTRIB_POS) vec3 in_pos;\n"
-"layout(location = 0) in vec3 in_pos;\n"
-"layout(location = 1) in vec3 in_normal;\n"
-"layout(location = 2) in vec4 in_color;\n"
-"layout(location = 3) in vec2 in_tex0;\n"
-
-"out vec3 v_normal;\n"
-"out vec3 v_light;\n"
-"out vec2 v_tex0;\n"
-"out float v_fog;\n"
+"VSOUT vec3 v_normal;\n"
+"VSOUT vec3 v_light;\n"
+"VSOUT vec2 v_tex0;\n"
+"VSOUT float v_fog;\n"
"void\n"
"main(void)\n"
diff --git a/src/extras/shaders/neoRim.vert b/src/extras/shaders/neoRim.vert
index 4a2b545f..81ee1090 100644
--- a/src/extras/shaders/neoRim.vert
+++ b/src/extras/shaders/neoRim.vert
@@ -3,14 +3,11 @@ uniform vec4 u_rampStart;
uniform vec4 u_rampEnd;
uniform vec3 u_rimData;
-layout(location = 0) in vec3 in_pos;
-layout(location = 1) in vec3 in_normal;
-layout(location = 2) in vec4 in_color;
-layout(location = 3) in vec2 in_tex0;
-
-out vec4 v_color;
-out vec2 v_tex0;
-out float v_fog;
+VSIN(ATTRIB_POS) vec3 in_pos;
+
+VSOUT vec4 v_color;
+VSOUT vec2 v_tex0;
+VSOUT float v_fog;
void
main(void)
diff --git a/src/extras/shaders/neoRimSkin.vert b/src/extras/shaders/neoRimSkin.vert
index f16f2310..1515ad71 100644
--- a/src/extras/shaders/neoRimSkin.vert
+++ b/src/extras/shaders/neoRimSkin.vert
@@ -5,16 +5,11 @@ uniform vec4 u_rampStart;
uniform vec4 u_rampEnd;
uniform vec3 u_rimData;
-layout(location = 0) in vec3 in_pos;
-layout(location = 1) in vec3 in_normal;
-layout(location = 2) in vec4 in_color;
-layout(location = 3) in vec2 in_tex0;
-layout(location = 11) in vec4 in_weights;
-layout(location = 12) in vec4 in_indices;
-
-out vec4 v_color;
-out vec2 v_tex0;
-out float v_fog;
+VSIN(ATTRIB_POS) vec3 in_pos;
+
+VSOUT vec4 v_color;
+VSOUT vec2 v_tex0;
+VSOUT float v_fog;
void
main(void)
diff --git a/src/extras/shaders/neoRimSkin_gl3.inc b/src/extras/shaders/neoRimSkin_gl.inc
index 70948e1f..01b739b2 100644
--- a/src/extras/shaders/neoRimSkin_gl3.inc
+++ b/src/extras/shaders/neoRimSkin_gl.inc
@@ -6,16 +6,11 @@ const char *neoRimSkin_vert_src =
"uniform vec4 u_rampEnd;\n"
"uniform vec3 u_rimData;\n"
-"layout(location = 0) in vec3 in_pos;\n"
-"layout(location = 1) in vec3 in_normal;\n"
-"layout(location = 2) in vec4 in_color;\n"
-"layout(location = 3) in vec2 in_tex0;\n"
-"layout(location = 11) in vec4 in_weights;\n"
-"layout(location = 12) in vec4 in_indices;\n"
-
-"out vec4 v_color;\n"
-"out vec2 v_tex0;\n"
-"out float v_fog;\n"
+"VSIN(ATTRIB_POS) vec3 in_pos;\n"
+
+"VSOUT vec4 v_color;\n"
+"VSOUT vec2 v_tex0;\n"
+"VSOUT float v_fog;\n"
"void\n"
"main(void)\n"
diff --git a/src/extras/shaders/neoRim_gl3.inc b/src/extras/shaders/neoRim_gl.inc
index 7e36e95a..7cd199d0 100644
--- a/src/extras/shaders/neoRim_gl3.inc
+++ b/src/extras/shaders/neoRim_gl.inc
@@ -4,14 +4,11 @@ const char *neoRim_vert_src =
"uniform vec4 u_rampEnd;\n"
"uniform vec3 u_rimData;\n"
-"layout(location = 0) in vec3 in_pos;\n"
-"layout(location = 1) in vec3 in_normal;\n"
-"layout(location = 2) in vec4 in_color;\n"
-"layout(location = 3) in vec2 in_tex0;\n"
-
-"out vec4 v_color;\n"
-"out vec2 v_tex0;\n"
-"out float v_fog;\n"
+"VSIN(ATTRIB_POS) vec3 in_pos;\n"
+
+"VSOUT vec4 v_color;\n"
+"VSOUT vec2 v_tex0;\n"
+"VSOUT float v_fog;\n"
"void\n"
"main(void)\n"
diff --git a/src/extras/shaders/neoVehicle.frag b/src/extras/shaders/neoVehicle.frag
index 96d4a632..2ac24f70 100644
--- a/src/extras/shaders/neoVehicle.frag
+++ b/src/extras/shaders/neoVehicle.frag
@@ -1,13 +1,11 @@
uniform sampler2D tex0;
uniform sampler2D tex1;
-in vec4 v_color;
-in vec4 v_reflcolor;
-in vec2 v_tex0;
-in vec2 v_tex1;
-in float v_fog;
-
-out vec4 color;
+FSIN vec4 v_color;
+FSIN vec4 v_reflcolor;
+FSIN vec2 v_tex0;
+FSIN vec2 v_tex1;
+FSIN float v_fog;
void
main(void)
@@ -20,9 +18,12 @@ main(void)
vec3 pass2 = v_reflcolor.rgb * v_fog;
+ vec4 color;
color.rgb = pass1.rgb*pass1.a + pass2;
color.a = pass1.a;
// color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
DoAlphaTest(color.a);
+
+ FRAGCOLOR(color);
}
diff --git a/src/extras/shaders/neoVehicle.vert b/src/extras/shaders/neoVehicle.vert
index f2f54d6d..f0224ddb 100644
--- a/src/extras/shaders/neoVehicle.vert
+++ b/src/extras/shaders/neoVehicle.vert
@@ -8,16 +8,13 @@ uniform vec4 u_specColor[5];
#define shininess (u_reflProps.z)
#define specularity (u_reflProps.w)
-layout(location = 0) in vec3 in_pos;
-layout(location = 1) in vec3 in_normal;
-layout(location = 2) in vec4 in_color;
-layout(location = 3) in vec2 in_tex0;
-
-out vec4 v_color;
-out vec4 v_reflcolor;
-out vec2 v_tex0;
-out vec2 v_tex1;
-out float v_fog;
+VSIN(ATTRIB_POS) vec3 in_pos;
+
+VSOUT vec4 v_color;
+VSOUT vec4 v_reflcolor;
+VSOUT vec2 v_tex0;
+VSOUT vec2 v_tex1;
+VSOUT float v_fog;
vec3 DoDirLightSpec(vec3 Ldir, vec3 Lcol, vec3 N, vec3 V, float power)
{
diff --git a/src/extras/shaders/neoVehicle_fs_gl3.inc b/src/extras/shaders/neoVehicle_fs_gl.inc
index c75ba717..20537440 100644
--- a/src/extras/shaders/neoVehicle_fs_gl3.inc
+++ b/src/extras/shaders/neoVehicle_fs_gl.inc
@@ -2,13 +2,11 @@ const char *neoVehicle_frag_src =
"uniform sampler2D tex0;\n"
"uniform sampler2D tex1;\n"
-"in vec4 v_color;\n"
-"in vec4 v_reflcolor;\n"
-"in vec2 v_tex0;\n"
-"in vec2 v_tex1;\n"
-"in float v_fog;\n"
-
-"out vec4 color;\n"
+"FSIN vec4 v_color;\n"
+"FSIN vec4 v_reflcolor;\n"
+"FSIN vec2 v_tex0;\n"
+"FSIN vec2 v_tex1;\n"
+"FSIN float v_fog;\n"
"void\n"
"main(void)\n"
@@ -21,10 +19,13 @@ const char *neoVehicle_frag_src =
" vec3 pass2 = v_reflcolor.rgb * v_fog;\n"
+" vec4 color;\n"
" color.rgb = pass1.rgb*pass1.a + pass2;\n"
" color.a = pass1.a;\n"
"// color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
" DoAlphaTest(color.a);\n"
+
+" FRAGCOLOR(color);\n"
"}\n"
;
diff --git a/src/extras/shaders/neoVehicle_vs_gl3.inc b/src/extras/shaders/neoVehicle_vs_gl.inc
index 268180e1..b7b42622 100644
--- a/src/extras/shaders/neoVehicle_vs_gl3.inc
+++ b/src/extras/shaders/neoVehicle_vs_gl.inc
@@ -9,16 +9,13 @@ const char *neoVehicle_vert_src =
"#define shininess (u_reflProps.z)\n"
"#define specularity (u_reflProps.w)\n"
-"layout(location = 0) in vec3 in_pos;\n"
-"layout(location = 1) in vec3 in_normal;\n"
-"layout(location = 2) in vec4 in_color;\n"
-"layout(location = 3) in vec2 in_tex0;\n"
-
-"out vec4 v_color;\n"
-"out vec4 v_reflcolor;\n"
-"out vec2 v_tex0;\n"
-"out vec2 v_tex1;\n"
-"out float v_fog;\n"
+"VSIN(ATTRIB_POS) vec3 in_pos;\n"
+
+"VSOUT vec4 v_color;\n"
+"VSOUT vec4 v_reflcolor;\n"
+"VSOUT vec2 v_tex0;\n"
+"VSOUT vec2 v_tex1;\n"
+"VSOUT float v_fog;\n"
"vec3 DoDirLightSpec(vec3 Ldir, vec3 Lcol, vec3 N, vec3 V, float power)\n"
"{\n"
diff --git a/src/extras/shaders/neoWorldIII.frag b/src/extras/shaders/neoWorldIII.frag
index 4c5571ee..d8bb7159 100644
--- a/src/extras/shaders/neoWorldIII.frag
+++ b/src/extras/shaders/neoWorldIII.frag
@@ -3,12 +3,10 @@ uniform sampler2D tex1;
uniform vec4 u_lightMap;
-in vec4 v_color;
-in vec2 v_tex0;
-in vec2 v_tex1;
-in float v_fog;
-
-out vec4 color;
+FSIN vec4 v_color;
+FSIN vec2 v_tex0;
+FSIN vec2 v_tex1;
+FSIN float v_fog;
void
main(void)
@@ -16,10 +14,12 @@ main(void)
vec4 t0 = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
vec4 t1 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
- color = t0*v_color*(1 + u_lightMap*(2*t1-1));
+ vec4 color = t0*v_color*(1.0 + u_lightMap*(2.0*t1-1.0));
color.a = v_color.a*t0.a*u_lightMap.a;
color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
DoAlphaTest(color.a);
+
+ FRAGCOLOR(color);
}
diff --git a/src/extras/shaders/neoWorldIII_fs_gl3.inc b/src/extras/shaders/neoWorldIII_fs_gl.inc
index 5145f9cd..afd75f57 100644
--- a/src/extras/shaders/neoWorldIII_fs_gl3.inc
+++ b/src/extras/shaders/neoWorldIII_fs_gl.inc
@@ -4,12 +4,10 @@ const char *neoWorldIII_frag_src =
"uniform vec4 u_lightMap;\n"
-"in vec4 v_color;\n"
-"in vec2 v_tex0;\n"
-"in vec2 v_tex1;\n"
-"in float v_fog;\n"
-
-"out vec4 color;\n"
+"FSIN vec4 v_color;\n"
+"FSIN vec2 v_tex0;\n"
+"FSIN vec2 v_tex1;\n"
+"FSIN float v_fog;\n"
"void\n"
"main(void)\n"
@@ -17,11 +15,13 @@ const char *neoWorldIII_frag_src =
" vec4 t0 = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
" vec4 t1 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
-" color = t0*v_color*(1 + u_lightMap*(2*t1-1));\n"
+" vec4 color = t0*v_color*(1.0 + u_lightMap*(2.0*t1-1.0));\n"
" color.a = v_color.a*t0.a*u_lightMap.a;\n"
" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
" DoAlphaTest(color.a);\n"
+
+" FRAGCOLOR(color);\n"
"}\n"
;
diff --git a/src/extras/shaders/screenDroplet.frag b/src/extras/shaders/screenDroplet.frag
new file mode 100644
index 00000000..84d30bd5
--- /dev/null
+++ b/src/extras/shaders/screenDroplet.frag
@@ -0,0 +1,18 @@
+uniform sampler2D tex0;
+uniform sampler2D tex1;
+
+FSIN vec4 v_color;
+FSIN vec2 v_tex0;
+FSIN vec2 v_tex1;
+FSIN float v_fog;
+
+void
+main(void)
+{
+ vec4 color;
+ color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
+ color *= texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
+
+ FRAGCOLOR(color);
+}
+
diff --git a/src/extras/shaders/screenDroplet_PS.cso b/src/extras/shaders/screenDroplet_PS.cso
new file mode 100644
index 00000000..5508096b
--- /dev/null
+++ b/src/extras/shaders/screenDroplet_PS.cso
Binary files differ
diff --git a/src/extras/shaders/screenDroplet_PS.hlsl b/src/extras/shaders/screenDroplet_PS.hlsl
new file mode 100644
index 00000000..4d41da68
--- /dev/null
+++ b/src/extras/shaders/screenDroplet_PS.hlsl
@@ -0,0 +1,17 @@
+struct VS_out {
+ float4 Position : POSITION;
+ float2 TexCoord0 : TEXCOORD0;
+ float2 TexCoord1 : TEXCOORD1;
+ float4 Color : COLOR0;
+};
+
+sampler2D tex0 : register(s0);
+sampler2D tex1 : register(s1);
+
+float4 main(VS_out input) : COLOR
+{
+ float4 color = input.Color;
+ color *= tex2D(tex0, input.TexCoord0.xy);
+ color *= tex2D(tex1, input.TexCoord1.xy);
+ return color;
+}
diff --git a/src/extras/shaders/screenDroplet_PS.inc b/src/extras/shaders/screenDroplet_PS.inc
new file mode 100644
index 00000000..c2055188
--- /dev/null
+++ b/src/extras/shaders/screenDroplet_PS.inc
@@ -0,0 +1,29 @@
+static unsigned char screenDroplet_PS_cso[] = {
+ 0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x2c, 0x00, 0x43, 0x54, 0x41, 0x42,
+ 0x1c, 0x00, 0x00, 0x00, 0x7b, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff,
+ 0x02, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
+ 0x74, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
+ 0x01, 0x00, 0x02, 0x00, 0x4c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x5c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x01, 0x00, 0x01, 0x00, 0x06, 0x00,
+ 0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x65, 0x78, 0x30,
+ 0x00, 0xab, 0xab, 0xab, 0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00,
+ 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x65, 0x78, 0x31,
+ 0x00, 0xab, 0xab, 0xab, 0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00,
+ 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x32,
+ 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74,
+ 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68,
+ 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65,
+ 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33,
+ 0x31, 0x31, 0x31, 0x00, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
+ 0x00, 0x00, 0x03, 0xb0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
+ 0x01, 0x00, 0x03, 0xb0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
+ 0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90,
+ 0x00, 0x08, 0x0f, 0xa0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90,
+ 0x01, 0x08, 0x0f, 0xa0, 0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
+ 0x00, 0x00, 0xe4, 0xb0, 0x00, 0x08, 0xe4, 0xa0, 0x42, 0x00, 0x00, 0x03,
+ 0x01, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0xb0, 0x01, 0x08, 0xe4, 0xa0,
+ 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80,
+ 0x00, 0x00, 0xe4, 0x90, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
+ 0x01, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02,
+ 0x00, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00
+};
diff --git a/src/extras/shaders/screenDroplet_fs_gl.inc b/src/extras/shaders/screenDroplet_fs_gl.inc
new file mode 100644
index 00000000..dd393b02
--- /dev/null
+++ b/src/extras/shaders/screenDroplet_fs_gl.inc
@@ -0,0 +1,20 @@
+const char *screenDroplet_frag_src =
+"uniform sampler2D tex0;\n"
+"uniform sampler2D tex1;\n"
+
+"FSIN vec4 v_color;\n"
+"FSIN vec2 v_tex0;\n"
+"FSIN vec2 v_tex1;\n"
+"FSIN float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 color;\n"
+" color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
+" color *= texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
+
+" FRAGCOLOR(color);\n"
+"}\n"
+
+;
diff --git a/src/extras/shaders/simple.frag b/src/extras/shaders/simple.frag
index 87157beb..c85bf089 100644
--- a/src/extras/shaders/simple.frag
+++ b/src/extras/shaders/simple.frag
@@ -1,16 +1,17 @@
uniform sampler2D tex0;
-in vec4 v_color;
-in vec2 v_tex0;
-in float v_fog;
-
-out vec4 color;
+FSIN vec4 v_color;
+FSIN vec2 v_tex0;
+FSIN float v_fog;
void
main(void)
{
+ vec4 color;
color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
DoAlphaTest(color.a);
+
+ FRAGCOLOR(color);
}
diff --git a/src/extras/shaders/simple_fs_gl3.inc b/src/extras/shaders/simple_fs_gl.inc
index 47d89971..614d79a0 100644
--- a/src/extras/shaders/simple_fs_gl3.inc
+++ b/src/extras/shaders/simple_fs_gl.inc
@@ -1,18 +1,19 @@
const char *simple_frag_src =
"uniform sampler2D tex0;\n"
-"in vec4 v_color;\n"
-"in vec2 v_tex0;\n"
-"in float v_fog;\n"
-
-"out vec4 color;\n"
+"FSIN vec4 v_color;\n"
+"FSIN vec2 v_tex0;\n"
+"FSIN float v_fog;\n"
"void\n"
"main(void)\n"
"{\n"
+" vec4 color;\n"
" color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
" DoAlphaTest(color.a);\n"
+
+" FRAGCOLOR(color);\n"
"}\n"
;