75 errors

This commit is contained in:
catfoolyou
2025-01-31 10:11:34 -05:00
parent 00c82f9530
commit b458ce2332
81 changed files with 750 additions and 375 deletions

View File

@@ -0,0 +1,222 @@
// copyright (c) 2020-2023 lax1dude
#line 4
precision highp int;
precision highp sampler2D;
precision highp float;
uniform mat4 matrix_m;
uniform mat4 matrix_p;
uniform mat4 matrix_t;
#ifdef CC_VERT
in vec3 a_position;
#ifdef CC_a_texture0
in vec2 a_texture0;
#endif
#ifdef CC_a_color
in vec4 a_color;
#endif
#ifdef CC_a_normal
in vec4 a_normal;
#endif
#ifdef CC_a_texture1
in vec2 a_texture1;
#endif
#ifdef CC_TEX_GEN_STRQ
out vec4 v_object_pos;
#endif
out vec4 v_position;
#ifdef CC_a_color
out vec4 v_color;
#endif
#ifdef CC_a_normal
out vec4 v_normal;
#endif
#ifdef CC_a_texture0
out vec2 v_texture0;
#endif
#ifdef CC_a_texture1
out vec2 v_texture1;
#endif
#endif
#ifdef CC_VERT
void main(){
vec4 pos = matrix_m * vec4(a_position, 1.0);
v_position = pos;
#ifdef CC_TEX_GEN_STRQ
v_object_pos = vec4(a_position, 1.0);
#endif
#ifdef CC_a_color
v_color = a_color;
#endif
#ifdef CC_a_normal
v_normal = a_normal;
#endif
#ifdef CC_a_texture0
v_texture0 = a_texture0;
#endif
#ifdef CC_a_texture1
v_texture1 = a_texture1;
#endif
gl_Position = matrix_p * pos;
}
#endif
#ifdef CC_FRAG
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec2 texCoordV0;
uniform vec2 texCoordV1;
#ifdef CC_lighting
uniform vec3 light0Pos;
uniform vec3 light1Pos;
uniform vec3 normalUniform;
#endif
#ifdef CC_fog
uniform vec4 fogColor;
//X = uniform float fogMode;
//Y = uniform float fogStart;
//Z = uniform float fogEnd - fogStart;
//W = uniform float fogDensity;
uniform vec4 fogParam;
#endif
uniform vec4 colorUniform;
#ifdef CC_alphatest
uniform float alphaTestF;
#endif
#ifdef CC_TEX_GEN_STRQ
//uniform int textureGenS_M;
//uniform int textureGenT_M;
//uniform int textureGenR_M;
//uniform int textureGenQ_M;
uniform ivec4 textureGen_M;
uniform vec4 textureGenS_V;
uniform vec4 textureGenT_V;
uniform vec4 textureGenR_V;
uniform vec4 textureGenQ_V;
#endif
#ifdef CC_patch_anisotropic
uniform vec2 anisotropic_fix;
#endif
#ifdef CC_TEX_GEN_STRQ
in vec4 v_object_pos;
#endif
in vec4 v_position;
#ifdef CC_a_color
in vec4 v_color;
#endif
#ifdef CC_a_normal
in vec4 v_normal;
#endif
#ifdef CC_a_texture0
in vec2 v_texture0;
#endif
#ifdef CC_a_texture1
in vec2 v_texture1;
#endif
out vec4 fragColor;
#define TEX_MAT3x2(mat4In) mat3x2(mat4In[0].xy,mat4In[1].xy,mat4In[3].xy)
#define TEX_MAT4x3(mat4In) mat4x3(mat4In[0].xyw,mat4In[1].xyw,mat4In[2].xyw,mat4In[3].xyw)
void main(){
#ifdef CC_a_color
vec4 color = colorUniform * v_color;
#else
vec4 color = colorUniform;
#endif
#ifdef CC_TEX_GEN_STRQ
vec4 texSrc[2];
texSrc[0] = v_object_pos;
texSrc[1] = v_position;
vec4 texPos;
texPos.x = dot(texSrc[textureGen_M.x], textureGenS_V);
texPos.y = dot(texSrc[textureGen_M.y], textureGenT_V);
texPos.z = dot(texSrc[textureGen_M.z], textureGenR_V);
texPos.w = dot(texSrc[textureGen_M.w], textureGenQ_V);
texPos.xyz = TEX_MAT4x3(matrix_t) * texPos;
color *= texture(tex0, texPos.xy / texPos.z).bgra;
#ifdef CC_alphatest
if(color.a < alphaTestF){
discard;
}
#endif
#else
#ifdef CC_unit0
#ifdef CC_a_texture0
#ifdef CC_patch_anisotropic
vec2 uv = TEX_MAT3x2(matrix_t) * vec3(v_texture0, 1.0);
/* https://bugs.chromium.org/p/angleproject/issues/detail?id=4994 */
uv = ((uv * anisotropic_fix) - fract(uv * anisotropic_fix) + 0.5) / anisotropic_fix;
vec4 texColor = texture(tex0, uv);
#else
vec4 texColor = texture(tex0, TEX_MAT3x2(matrix_t) * vec3(v_texture0, 1.0));
#endif
#else
vec4 texColor = texture(tex0, TEX_MAT3x2(matrix_t) * vec3(texCoordV0, 1.0));
#endif
#ifdef CC_swap_rb
color *= texColor.rgba;
#else
color *= texColor.bgra;
#endif
#endif
#ifdef CC_alphatest
if(color.a < alphaTestF){
discard;
}
#endif
#ifdef CC_unit1
#ifdef CC_a_texture1
color.rgb *= texture(tex1, (v_texture1 + 8.0) * 0.00390625).bgr;
#else
color.rgb *= texture(tex1, (texCoordV1 + 8.0) * 0.00390625).bgr;
#endif
#endif
#endif
#ifdef CC_lighting
#ifdef CC_a_normal
vec3 normal = ((v_normal.xyz - 0.5) * 2.0);
#else
vec3 normal = normalUniform;
#endif
normal = normalize(mat3(matrix_m) * normal);
float ins = max(dot(normal, -light0Pos), 0.0) + max(dot(normal, -light1Pos), 0.0);
color.rgb *= min((0.4 + ins * 0.6), 1.0);
#endif
#ifdef CC_fog
float dist = sqrt(dot(v_position, v_position));
float i = fogParam.x == 1.0 ? (dist - fogParam.y) / fogParam.z : 1.0 - exp(-fogParam.w * dist);
color.rgb = mix(color.rgb, fogColor.xyz, clamp(i, 0.0, 1.0) * fogColor.a);
#endif
fragColor = color;
}
#endif

View File

@@ -0,0 +1,255 @@
#line 0
precision lowp int;
precision lowp sampler2D;
precision lowp float;
in vec2 pos;
out vec4 fragColor;
#define FXAA_PC 1
#define FXAA_GLSL_130 1
#define FXAA_FAST_PIXEL_OFFSET 0
#define FXAA_GATHER4_ALPHA 0
#ifndef FXAA_GREEN_AS_LUMA
// For those using non-linear color,
// and either not able to get luma in alpha, or not wanting to,
// this enables FXAA to run using green as a proxy for luma.
// So with this enabled, no need to pack luma in alpha.
//
// This will turn off AA on anything which lacks some amount of green.
// Pure red and blue or combination of only R and B, will get no AA.
//
// Might want to lower the settings for both,
// fxaaConsoleEdgeThresholdMin
// fxaaQualityEdgeThresholdMin
// In order to insure AA does not get turned off on colors
// which contain a minor amount of green.
//
// 1 = On.
// 0 = Off.
//
#define FXAA_GREEN_AS_LUMA 1
#endif
#ifndef FXAA_DISCARD
// 1 = Use discard on pixels which don't need AA.
// 0 = Return unchanged color on pixels which don't need AA.
#define FXAA_DISCARD 0
#endif
/*============================================================================
API PORTING
============================================================================*/
#define FxaaBool bool
#define FxaaDiscard discard
#define FxaaFloat float
#define FxaaFloat2 vec2
#define FxaaFloat3 vec3
#define FxaaFloat4 vec4
#define FxaaHalf float
#define FxaaHalf2 vec2
#define FxaaHalf3 vec3
#define FxaaHalf4 vec4
#define FxaaInt2 ivec2
#define FxaaSat(x) clamp(x, 0.0, 1.0)
#define FxaaTex sampler2D
/*--------------------------------------------------------------------------*/
#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
/*============================================================================
GREEN AS LUMA OPTION SUPPORT FUNCTION
============================================================================*/
#if (FXAA_GREEN_AS_LUMA == 0)
// TODO Luma
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return dot(rgba.xyz, vec3(0.299, 0.587, 0.114)); }
#else
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
#endif
/*============================================================================
FXAA3 CONSOLE - PC VERSION
============================================================================*/
/*--------------------------------------------------------------------------*/
FxaaFloat4 FxaaPixelShader(
// See FXAA Quality FxaaPixelShader() source for docs on Inputs!
//
// Use noperspective interpolation here (turn off perspective interpolation).
// {xy} = center of pixel
FxaaFloat2 pos,
//
// Used only for FXAA Console, and not used on the 360 version.
// Use noperspective interpolation here (turn off perspective interpolation).
// {xy__} = upper left of pixel
// {__zw} = lower right of pixel
FxaaFloat4 fxaaConsolePosPos,
//
// Input color texture.
// {rgb_} = color in linear or perceptual color space
// if (FXAA_GREEN_AS_LUMA == 0)
// {___a} = luma in perceptual color space (not linear)
FxaaTex tex,
//
// Only used on FXAA Console.
// This must be from a constant/uniform.
// This effects sub-pixel AA quality and inversely sharpness.
// Where N ranges between,
// N = 0.50 (default)
// N = 0.33 (sharper)
// {x___} = -N/screenWidthInPixels
// {_y__} = -N/screenHeightInPixels
// {__z_} = N/screenWidthInPixels
// {___w} = N/screenHeightInPixels
FxaaFloat4 fxaaConsoleRcpFrameOpt,
//
// Only used on FXAA Console.
// Not used on 360, but used on PS3 and PC.
// This must be from a constant/uniform.
// {x___} = -2.0/screenWidthInPixels
// {_y__} = -2.0/screenHeightInPixels
// {__z_} = 2.0/screenWidthInPixels
// {___w} = 2.0/screenHeightInPixels
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
//
// Only used on FXAA Console.
// This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
// It is here now to allow easier tuning.
// This does not effect PS3, as this needs to be compiled in.
// Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
// Due to the PS3 being ALU bound,
// there are only three safe values here: 2 and 4 and 8.
// These options use the shaders ability to a free *|/ by 2|4|8.
// For all other platforms can be a non-power of two.
// 8.0 is sharper (default!!!)
// 4.0 is softer
// 2.0 is really soft (good only for vector graphics inputs)
FxaaFloat fxaaConsoleEdgeSharpness,
//
// Only used on FXAA Console.
// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define.
// It is here now to allow easier tuning.
// This does not effect PS3, as this needs to be compiled in.
// Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3.
// Due to the PS3 being ALU bound,
// there are only two safe values here: 1/4 and 1/8.
// These options use the shaders ability to a free *|/ by 2|4|8.
// The console setting has a different mapping than the quality setting.
// Other platforms can use other values.
// 0.125 leaves less aliasing, but is softer (default!!!)
// 0.25 leaves more aliasing, and is sharper
FxaaFloat fxaaConsoleEdgeThreshold,
//
// Only used on FXAA Console.
// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define.
// It is here now to allow easier tuning.
// Trims the algorithm from processing darks.
// The console setting has a different mapping than the quality setting.
// This does not apply to PS3,
// PS3 was simplified to avoid more shader instructions.
// 0.06 - faster but more aliasing in darks
// 0.05 - default
// 0.04 - slower and less aliasing in darks
// Special notes when using FXAA_GREEN_AS_LUMA,
// Likely want to set this to zero.
// As colors that are mostly not-green
// will appear very dark in the green channel!
// Tune by looking at mostly non-green content,
// then start at zero and increase until aliasing is a problem.
FxaaFloat fxaaConsoleEdgeThresholdMin
) {
/*--------------------------------------------------------------------------*/
FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy));
FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw));
FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy));
FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw));
/*--------------------------------------------------------------------------*/
FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy);
#if (FXAA_GREEN_AS_LUMA == 0)
// TODO Luma
FxaaFloat lumaM = FxaaLuma(rgbyM);
#else
FxaaFloat lumaM = rgbyM.y;
#endif
/*--------------------------------------------------------------------------*/
FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw);
lumaNe += 1.0/384.0;
FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw);
/*--------------------------------------------------------------------------*/
FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe);
FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe);
/*--------------------------------------------------------------------------*/
FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw);
FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw);
/*--------------------------------------------------------------------------*/
FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold;
/*--------------------------------------------------------------------------*/
FxaaFloat lumaMinM = min(lumaMin, lumaM);
FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
FxaaFloat lumaMaxM = max(lumaMax, lumaM);
FxaaFloat dirSwMinusNe = lumaSw - lumaNe;
FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM;
FxaaFloat dirSeMinusNw = lumaSe - lumaNw;
if(lumaMaxSubMinM < lumaMaxScaledClamped)
{
#if (FXAA_DISCARD == 1)
FxaaDiscard;
#else
return rgbyM;
#endif
}
/*--------------------------------------------------------------------------*/
FxaaFloat2 dir;
dir.x = dirSwMinusNe + dirSeMinusNw;
dir.y = dirSwMinusNe - dirSeMinusNw;
/*--------------------------------------------------------------------------*/
FxaaFloat2 dir1 = normalize(dir.xy);
FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw);
FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw);
/*--------------------------------------------------------------------------*/
FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness;
FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0);
/*--------------------------------------------------------------------------*/
FxaaFloat2 dir2x = dir2 * fxaaConsoleRcpFrameOpt2.zw;
FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2x);
FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2x);
/*--------------------------------------------------------------------------*/
FxaaFloat4 rgbyA = rgbyN1 + rgbyP1;
FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25);
/*--------------------------------------------------------------------------*/
#if (FXAA_GREEN_AS_LUMA == 0)
// TODO Luma
float lumaB = FxaaLuma(rgbyB);
#else
float lumaB = rgbyB.y;
#endif
if((lumaB < lumaMin) || (lumaB > lumaMax))
rgbyB.xyz = rgbyA.xyz * 0.5;
//
return rgbyB;
}
/*==========================================================================*/
uniform sampler2D f_color;
uniform vec2 screenSize;
#define edgeSharpness 7.0
#define edgeThreshold 0.1
#define edgeThresholdMin 0.005
void main(){
vec2 screenSize05 = 0.5 * screenSize;
vec4 posPos;
posPos.xy = pos;
posPos.zw = pos + screenSize;
vec4 rcpFrameOpt;
rcpFrameOpt.xy = -screenSize05;
rcpFrameOpt.zw = screenSize05;
fragColor = vec4(FxaaPixelShader(pos + screenSize05, posPos, f_color, rcpFrameOpt, rcpFrameOpt * 4.0, edgeSharpness, edgeThreshold, edgeThresholdMin).rgb, 1.0);
}

View File

@@ -0,0 +1,25 @@
#line 2
precision highp int;
precision highp sampler2D;
precision highp float;
#ifdef CC_VERT
uniform mat4 matrix_m;
uniform mat4 matrix_p;
in vec3 a_vert;
void main(){
gl_Position = (matrix_p * (matrix_m * vec4(a_vert, 1.0)));
}
#endif
#ifdef CC_FRAG
out vec4 fragColor;
void main(){
fragColor = vec4(1.0);
}
#endif

View File

@@ -0,0 +1,13 @@
#line 0
precision lowp int;
precision lowp sampler2D;
precision lowp float;
in vec2 a_pos;
out vec2 pos;
void main(){
gl_Position = vec4((pos = a_pos) * 2.0 - 1.0, 0.0, 1.0);
}