Remove legacy OpenGL support.

This commit is contained in:
Paul Chote
2023-10-22 17:40:14 +01:00
committed by Gustas
parent cb55039ec9
commit 9a5f5f9f8f
17 changed files with 39 additions and 305 deletions

View File

@@ -19,27 +19,6 @@ uniform vec2 DepthPreviewParams;
uniform float DepthTextureScale;
uniform float AntialiasPixelsPerTexel;
#if __VERSION__ == 120
varying vec4 vTexCoord;
varying vec2 vTexMetadata;
varying vec4 vChannelMask;
varying vec4 vDepthMask;
varying vec2 vTexSampler;
varying vec4 vColorFraction;
varying vec4 vRGBAFraction;
varying vec4 vPalettedFraction;
varying vec4 vTint;
uniform vec2 Texture0Size;
uniform vec2 Texture1Size;
uniform vec2 Texture2Size;
uniform vec2 Texture3Size;
uniform vec2 Texture4Size;
uniform vec2 Texture5Size;
uniform vec2 Texture6Size;
uniform vec2 Texture7Size;
#else
in vec4 vColor;
in vec4 vTexCoord;
@@ -54,7 +33,6 @@ in vec4 vPalettedFraction;
in vec4 vTint;
out vec4 fragColor;
#endif
vec3 rgb2hsv(vec3 c)
{
@@ -99,47 +77,6 @@ vec4 linear2srgb(vec4 c)
return c.a * vec4(linear2srgb(c.r / c.a), linear2srgb(c.g / c.a), linear2srgb(c.b / c.a), 1.0f);
}
#if __VERSION__ == 120
vec2 Size(float samplerIndex)
{
if (samplerIndex < 0.5)
return Texture0Size;
else if (samplerIndex < 1.5)
return Texture1Size;
else if (samplerIndex < 2.5)
return Texture2Size;
else if (samplerIndex < 3.5)
return Texture3Size;
else if (samplerIndex < 4.5)
return Texture4Size;
else if (samplerIndex < 5.5)
return Texture5Size;
else if (samplerIndex < 6.5)
return Texture6Size;
return Texture7Size;
}
vec4 Sample(float samplerIndex, vec2 pos)
{
if (samplerIndex < 0.5)
return texture2D(Texture0, pos);
else if (samplerIndex < 1.5)
return texture2D(Texture1, pos);
else if (samplerIndex < 2.5)
return texture2D(Texture2, pos);
else if (samplerIndex < 3.5)
return texture2D(Texture3, pos);
else if (samplerIndex < 4.5)
return texture2D(Texture4, pos);
else if (samplerIndex < 5.5)
return texture2D(Texture5, pos);
else if (samplerIndex < 6.5)
return texture2D(Texture6, pos);
return texture2D(Texture7, pos);
}
#else
ivec2 Size(float samplerIndex)
{
if (samplerIndex < 0.5)
@@ -179,7 +116,6 @@ vec4 Sample(float samplerIndex, vec2 pos)
return texture(Texture7, pos);
}
#endif
vec4 SamplePalettedBilinear(float samplerIndex, vec2 coords, vec2 textureSize)
{
@@ -193,30 +129,18 @@ vec4 SamplePalettedBilinear(float samplerIndex, vec2 coords, vec2 textureSize)
vec4 x3 = Sample(samplerIndex, tl + vec2(0., px.y));
vec4 x4 = Sample(samplerIndex, tl + px);
#if __VERSION__ == 120
vec4 c1 = texture2D(Palette, vec2(dot(x1, vChannelMask), vTexMetadata.s));
vec4 c2 = texture2D(Palette, vec2(dot(x2, vChannelMask), vTexMetadata.s));
vec4 c3 = texture2D(Palette, vec2(dot(x3, vChannelMask), vTexMetadata.s));
vec4 c4 = texture2D(Palette, vec2(dot(x4, vChannelMask), vTexMetadata.s));
#else
vec4 c1 = texture(Palette, vec2(dot(x1, vChannelMask), vTexMetadata.s));
vec4 c2 = texture(Palette, vec2(dot(x2, vChannelMask), vTexMetadata.s));
vec4 c3 = texture(Palette, vec2(dot(x3, vChannelMask), vTexMetadata.s));
vec4 c4 = texture(Palette, vec2(dot(x4, vChannelMask), vTexMetadata.s));
#endif
return mix(mix(c1, c2, interp.x), mix(c3, c4, interp.x), interp.y);
}
vec4 ColorShift(vec4 c, float p)
{
#if __VERSION__ == 120
vec4 range = texture2D(ColorShifts, vec2(0.25, p));
vec4 shift = texture2D(ColorShifts, vec2(0.75, p));
#else
vec4 range = texture(ColorShifts, vec2(0.25, p));
vec4 shift = texture(ColorShifts, vec2(0.75, p));
#endif
vec3 hsv = rgb2hsv(srgb2linear(c).rgb);
if (hsv.r > range.r && range.g >= hsv.r)
@@ -251,11 +175,7 @@ void main()
{
vec4 x = Sample(vTexSampler.s, coords);
vec2 p = vec2(dot(x, vChannelMask), vTexMetadata.s);
#if __VERSION__ == 120
c = vPalettedFraction * texture2D(Palette, p) + vRGBAFraction * x + vColorFraction * vTexCoord;
#else
c = vPalettedFraction * texture(Palette, p) + vRGBAFraction * x + vColorFraction * vTexCoord;
#endif
}
// Discard any transparent fragments (both color and depth)
@@ -277,12 +197,7 @@ void main()
if (EnableDepthPreview)
{
float intensity = 1.0 - clamp(DepthPreviewParams.x * depth - 0.5 * DepthPreviewParams.x - DepthPreviewParams.y + 0.5, 0.0, 1.0);
#if __VERSION__ == 120
gl_FragColor = vec4(vec3(intensity), 1.0);
#else
fragColor = vec4(vec3(intensity), 1.0);
#endif
}
else
{
@@ -292,10 +207,6 @@ void main()
else
c *= vTint;
#if __VERSION__ == 120
gl_FragColor = c;
#else
fragColor = c;
#endif
}
}

View File

@@ -3,23 +3,6 @@
uniform vec3 Scroll;
uniform vec3 p1, p2;
#if __VERSION__ == 120
attribute vec3 aVertexPosition;
attribute vec4 aVertexTexCoord;
attribute vec2 aVertexTexMetadata;
attribute vec4 aVertexTint;
varying vec4 vTexCoord;
varying vec2 vTexMetadata;
varying vec4 vChannelMask;
varying vec4 vDepthMask;
varying vec2 vTexSampler;
varying vec4 vColorFraction;
varying vec4 vRGBAFraction;
varying vec4 vPalettedFraction;
varying vec4 vTint;
#else
in vec3 aVertexPosition;
in vec4 aVertexTexCoord;
in vec2 aVertexTexMetadata;
@@ -35,7 +18,6 @@ out vec4 vColorFraction;
out vec4 vRGBAFraction;
out vec4 vPalettedFraction;
out vec4 vTint;
#endif
vec4 UnpackChannelAttributes(float x)
{

View File

@@ -9,30 +9,13 @@ uniform vec2 PaletteRows;
uniform vec4 LightDirection;
uniform vec3 AmbientLight, DiffuseLight;
#if __VERSION__ == 120
varying vec4 vTexCoord;
varying vec4 vChannelMask;
varying vec4 vNormalsMask;
#else
in vec4 vTexCoord;
in vec4 vChannelMask;
in vec4 vNormalsMask;
out vec4 fragColor;
#endif
void main()
{
#if __VERSION__ == 120
vec4 x = texture2D(DiffuseTexture, vTexCoord.st);
vec4 color = texture2D(Palette, vec2(dot(x, vChannelMask), PaletteRows.x));
if (color.a < 0.01)
discard;
vec4 y = texture2D(DiffuseTexture, vTexCoord.pq);
vec4 normal = (2.0 * texture2D(Palette, vec2(dot(y, vNormalsMask), PaletteRows.y)) - 1.0);
vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0);
gl_FragColor = vec4(intensity * color.rgb, color.a);
#else
vec4 x = texture(DiffuseTexture, vTexCoord.st);
vec4 color = texture(Palette, vec2(dot(x, vChannelMask), PaletteRows.x));
if (color.a < 0.01)
@@ -42,5 +25,4 @@ void main()
vec4 normal = (2.0 * texture(Palette, vec2(dot(y, vNormalsMask), PaletteRows.y)) - 1.0);
vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0);
fragColor = vec4(intensity * color.rgb, color.a);
#endif
}

View File

@@ -3,21 +3,12 @@
uniform mat4 View;
uniform mat4 TransformMatrix;
#if __VERSION__ == 120
attribute vec4 aVertexPosition;
attribute vec4 aVertexTexCoord;
attribute vec2 aVertexTexMetadata;
varying vec4 vTexCoord;
varying vec4 vChannelMask;
varying vec4 vNormalsMask;
#else
in vec4 aVertexPosition;
in vec4 aVertexTexCoord;
in vec2 aVertexTexMetadata;
out vec4 vTexCoord;
out vec4 vChannelMask;
out vec4 vNormalsMask;
#endif
vec4 DecodeMask(float x)
{

View File

@@ -1,10 +1,6 @@
#version {VERSION}
#if __VERSION__ == 120
attribute vec2 aVertexPosition;
#else
in vec2 aVertexPosition;
#endif
void main()
{

View File

@@ -5,27 +5,11 @@ precision mediump float;
uniform float Blend;
uniform sampler2D WorldTexture;
#if __VERSION__ == 120
uniform vec2 WorldTextureSize;
#else
out vec4 fragColor;
#endif
void main()
{
#if __VERSION__ == 120
vec4 c = texture2D(WorldTexture, gl_FragCoord.xy / WorldTextureSize);
#else
vec4 c = texture(WorldTexture, gl_FragCoord.xy / textureSize(WorldTexture, 0));
#endif
float lum = 0.5 * (min(c.r, min(c.g, c.b)) + max(c.r, max(c.g, c.b)));
c = vec4(lum, lum, lum, c.a) * Blend + c * (1.0 - Blend);
#if __VERSION__ == 120
gl_FragColor = c;
#else
fragColor = c;
#endif
fragColor = vec4(lum, lum, lum, c.a) * Blend + c * (1.0 - Blend);
}

View File

@@ -6,26 +6,10 @@ precision mediump float;
uniform float Blend;
uniform vec3 Color;
uniform sampler2D WorldTexture;
#if __VERSION__ == 120
uniform vec2 WorldTextureSize;
#else
out vec4 fragColor;
#endif
void main()
{
#if __VERSION__ == 120
vec4 c = texture2D(WorldTexture, gl_FragCoord.xy / WorldTextureSize);
#else
vec4 c = texture(WorldTexture, gl_FragCoord.xy / textureSize(WorldTexture, 0));
#endif
c = vec4(Color, c.a) * Blend + c * (1.0 - Blend);
#if __VERSION__ == 120
gl_FragColor = c;
#else
fragColor = c;
#endif
fragColor = vec4(Color, c.a) * Blend + c * (1.0 - Blend);
}

View File

@@ -7,12 +7,7 @@ uniform float From;
uniform float To;
uniform float Blend;
uniform sampler2D WorldTexture;
#if __VERSION__ == 120
uniform vec2 WorldTextureSize;
#else
out vec4 fragColor;
#endif
vec4 ColorForEffect(float effect, vec4 c)
{
@@ -32,16 +27,6 @@ vec4 ColorForEffect(float effect, vec4 c)
void main()
{
#if __VERSION__ == 120
vec4 c = texture2D(WorldTexture, gl_FragCoord.xy / WorldTextureSize);
#else
vec4 c = texture(WorldTexture, gl_FragCoord.xy / textureSize(WorldTexture, 0));
#endif
c = ColorForEffect(From, c) * Blend + ColorForEffect(To, c) * (1.0 - Blend);
#if __VERSION__ == 120
gl_FragColor = c;
#else
fragColor = c;
#endif
fragColor = ColorForEffect(From, c) * Blend + ColorForEffect(To, c) * (1.0 - Blend);
}

View File

@@ -5,26 +5,10 @@ precision mediump float;
uniform vec3 Tint;
uniform sampler2D WorldTexture;
#if __VERSION__ == 120
uniform vec2 WorldTextureSize;
#else
out vec4 fragColor;
#endif
void main()
{
#if __VERSION__ == 120
vec4 c = texture2D(WorldTexture, gl_FragCoord.xy / WorldTextureSize);
#else
vec4 c = texture(WorldTexture, gl_FragCoord.xy / textureSize(WorldTexture, 0));
#endif
c = vec4(min(c.r * Tint.r, 1.0), min(c.g * Tint.g, 1.0), min(c.b * Tint.b, 1.0), c.a);
#if __VERSION__ == 120
gl_FragColor = c;
#else
fragColor = c;
#endif
fragColor = vec4(min(c.r * Tint.r, 1.0), min(c.g * Tint.g, 1.0), min(c.b * Tint.b, 1.0), c.a);
}