Restore legacy OpenGL 2.1 support.
This commit is contained in:
@@ -19,6 +19,7 @@ namespace OpenRA
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{
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Modern,
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Embedded,
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Legacy
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}
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public interface IPlatform
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@@ -177,7 +177,8 @@ namespace OpenRA
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[Desc("Preferred OpenGL profile to use.",
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"Modern: OpenGL Core Profile 3.2 or greater.",
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"Embedded: OpenGL ES 3.0 or greater.")]
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"Embedded: OpenGL ES 3.0 or greater.",
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"Legacy: OpenGL 2.1 with framebuffer_object extension.")]
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public GLProfile GLProfile = GLProfile.Modern;
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public int BatchSize = 8192;
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@@ -478,7 +478,7 @@ namespace OpenRA.Platforms.Default
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#endregion
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public static void Initialize()
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public static void Initialize(bool preferLegacyProfile)
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{
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try
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{
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@@ -488,13 +488,14 @@ namespace OpenRA.Platforms.Default
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glGetError = Bind<GetError>("glGetError");
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glGetStringInternal = Bind<GetString>("glGetString");
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glGetStringiInternal = Bind<GetStringi>("glGetStringi");
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glGetIntegerv = Bind<GetIntegerv>("glGetIntegerv");
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}
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catch (Exception e)
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{
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throw new InvalidProgramException("Failed to initialize low-level OpenGL bindings. GPU information is not available.", e);
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}
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if (!DetectGLFeatures())
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if (!DetectGLFeatures(preferLegacyProfile))
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{
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WriteGraphicsLog("Unsupported OpenGL version: " + glGetString(GL_VERSION));
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throw new InvalidProgramException("OpenGL Version Error: See graphics.log for details.");
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@@ -542,7 +543,6 @@ namespace OpenRA.Platforms.Default
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glViewport = Bind<Viewport>("glViewport");
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glClear = Bind<Clear>("glClear");
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glClearColor = Bind<ClearColor>("glClearColor");
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glGetIntegerv = Bind<GetIntegerv>("glGetIntegerv");
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glFinish = Bind<Finish>("glFinish");
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glCreateProgram = Bind<CreateProgram>("glCreateProgram");
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glUseProgram = Bind<UseProgram>("glUseProgram");
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@@ -571,10 +571,7 @@ namespace OpenRA.Platforms.Default
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glBufferData = Bind<BufferData>("glBufferData");
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glBufferSubData = Bind<BufferSubData>("glBufferSubData");
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glDeleteBuffers = Bind<DeleteBuffers>("glDeleteBuffers");
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glGenVertexArrays = Bind<GenVertexArrays>("glGenVertexArrays");
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glBindVertexArray = Bind<BindVertexArray>("glBindVertexArray");
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glBindAttribLocation = Bind<BindAttribLocation>("glBindAttribLocation");
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glBindFragDataLocation = Bind<BindFragDataLocation>("glBindFragDataLocation");
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glVertexAttribPointer = Bind<VertexAttribPointer>("glVertexAttribPointer");
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glEnableVertexAttribArray = Bind<EnableVertexAttribArray>("glEnableVertexAttribArray");
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glDisableVertexAttribArray = Bind<DisableVertexAttribArray>("glDisableVertexAttribArray");
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@@ -594,16 +591,39 @@ namespace OpenRA.Platforms.Default
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glGetTexImage = Bind<GetTexImage>("glGetTexImage");
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glTexParameteri = Bind<TexParameteri>("glTexParameteri");
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glTexParameterf = Bind<TexParameterf>("glTexParameterf");
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glGenFramebuffers = Bind<GenFramebuffers>("glGenFramebuffers");
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glBindFramebuffer = Bind<BindFramebuffer>("glBindFramebuffer");
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glFramebufferTexture2D = Bind<FramebufferTexture2D>("glFramebufferTexture2D");
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glDeleteFramebuffers = Bind<DeleteFramebuffers>("glDeleteFramebuffers");
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glGenRenderbuffers = Bind<GenRenderbuffers>("glGenRenderbuffers");
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glBindRenderbuffer = Bind<BindRenderbuffer>("glBindRenderbuffer");
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glRenderbufferStorage = Bind<RenderbufferStorage>("glRenderbufferStorage");
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glDeleteRenderbuffers = Bind<DeleteRenderbuffers>("glDeleteRenderbuffers");
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glFramebufferRenderbuffer = Bind<FramebufferRenderbuffer>("glFramebufferRenderbuffer");
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glCheckFramebufferStatus = Bind<CheckFramebufferStatus>("glCheckFramebufferStatus");
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if (Profile != GLProfile.Legacy)
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{
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glGenVertexArrays = Bind<GenVertexArrays>("glGenVertexArrays");
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glBindVertexArray = Bind<BindVertexArray>("glBindVertexArray");
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glBindFragDataLocation = Bind<BindFragDataLocation>("glBindFragDataLocation");
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glGenFramebuffers = Bind<GenFramebuffers>("glGenFramebuffers");
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glBindFramebuffer = Bind<BindFramebuffer>("glBindFramebuffer");
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glFramebufferTexture2D = Bind<FramebufferTexture2D>("glFramebufferTexture2D");
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glDeleteFramebuffers = Bind<DeleteFramebuffers>("glDeleteFramebuffers");
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glGenRenderbuffers = Bind<GenRenderbuffers>("glGenRenderbuffers");
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glBindRenderbuffer = Bind<BindRenderbuffer>("glBindRenderbuffer");
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glRenderbufferStorage = Bind<RenderbufferStorage>("glRenderbufferStorage");
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glDeleteRenderbuffers = Bind<DeleteRenderbuffers>("glDeleteRenderbuffers");
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glFramebufferRenderbuffer = Bind<FramebufferRenderbuffer>("glFramebufferRenderbuffer");
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glCheckFramebufferStatus = Bind<CheckFramebufferStatus>("glCheckFramebufferStatus");
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}
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else
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{
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glGenVertexArrays = null;
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glBindVertexArray = null;
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glBindFragDataLocation = null;
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glGenFramebuffers = Bind<GenFramebuffers>("glGenFramebuffersEXT");
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glBindFramebuffer = Bind<BindFramebuffer>("glBindFramebufferEXT");
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glFramebufferTexture2D = Bind<FramebufferTexture2D>("glFramebufferTexture2DEXT");
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glDeleteFramebuffers = Bind<DeleteFramebuffers>("glDeleteFramebuffersEXT");
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glGenRenderbuffers = Bind<GenRenderbuffers>("glGenRenderbuffersEXT");
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glBindRenderbuffer = Bind<BindRenderbuffer>("glBindRenderbufferEXT");
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glRenderbufferStorage = Bind<RenderbufferStorage>("glRenderbufferStorageEXT");
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glDeleteRenderbuffers = Bind<DeleteRenderbuffers>("glDeleteRenderbuffersEXT");
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glFramebufferRenderbuffer = Bind<FramebufferRenderbuffer>("glFramebufferRenderbufferEXT");
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glCheckFramebufferStatus = Bind<CheckFramebufferStatus>("glCheckFramebufferStatusEXT");
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}
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}
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catch (Exception e)
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{
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@@ -617,7 +637,7 @@ namespace OpenRA.Platforms.Default
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return (T)(object)Marshal.GetDelegateForFunctionPointer(SDL.SDL_GL_GetProcAddress(name), typeof(T));
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}
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public static bool DetectGLFeatures()
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public static bool DetectGLFeatures(bool preferLegacyProfile)
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{
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var hasValidConfiguration = false;
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try
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@@ -654,6 +674,15 @@ namespace OpenRA.Platforms.Default
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var hasDebugMessagesCallback = SDL.SDL_GL_ExtensionSupported("GL_KHR_debug") == SDL.SDL_bool.SDL_TRUE;
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if (hasDebugMessagesCallback)
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Features |= GLFeatures.DebugMessagesCallback;
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if (preferLegacyProfile || (major == 2 && minor == 1) || (major == 3 && minor < 2))
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{
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if (SDL.SDL_GL_ExtensionSupported("GL_EXT_framebuffer_object") == SDL.SDL_bool.SDL_TRUE)
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{
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hasValidConfiguration = true;
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Profile = GLProfile.Legacy;
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}
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}
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}
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catch (Exception) { }
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@@ -680,10 +709,15 @@ namespace OpenRA.Platforms.Default
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Log.Write("graphics", "Shader Version: {0}", glGetString(GL_SHADING_LANGUAGE_VERSION));
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Log.Write("graphics", "Available extensions:");
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int extensionCount;
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glGetIntegerv(GL_NUM_EXTENSIONS, out extensionCount);
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for (var i = 0; i < extensionCount; i++)
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Log.Write("graphics", glGetStringi(GL_EXTENSIONS, (uint)i));
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if (Profile != GLProfile.Legacy)
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{
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int extensionCount;
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glGetIntegerv(GL_NUM_EXTENSIONS, out extensionCount);
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for (var i = 0; i < extensionCount; i++)
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Log.Write("graphics", glGetStringi(GL_EXTENSIONS, (uint)i));
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}
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else
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Log.Write("graphics", glGetString(GL_EXTENSIONS));
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}
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public static void CheckGLError()
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@@ -35,14 +35,17 @@ namespace OpenRA.Platforms.Default
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if (context == IntPtr.Zero || SDL.SDL_GL_MakeCurrent(window.Window, context) < 0)
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throw new InvalidOperationException("Can not create OpenGL context. (Error: {0})".F(SDL.SDL_GetError()));
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OpenGL.Initialize();
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OpenGL.Initialize(window.GLProfile == GLProfile.Legacy);
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OpenGL.CheckGLError();
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uint vao;
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OpenGL.CheckGLError();
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OpenGL.glGenVertexArrays(1, out vao);
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OpenGL.CheckGLError();
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OpenGL.glBindVertexArray(vao);
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OpenGL.CheckGLError();
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if (OpenGL.Profile != GLProfile.Legacy)
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{
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uint vao;
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OpenGL.glGenVertexArrays(1, out vao);
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OpenGL.CheckGLError();
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OpenGL.glBindVertexArray(vao);
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OpenGL.CheckGLError();
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}
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OpenGL.glEnableVertexAttribArray(Shader.VertexPosAttributeIndex);
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OpenGL.CheckGLError();
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@@ -151,9 +151,9 @@ namespace OpenRA.Platforms.Default
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// We first need to query the available profiles on Windows/Linux.
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// On macOS, known/consistent OpenGL support is provided by the OS.
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if (Platform.CurrentPlatform == PlatformType.OSX)
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supportedProfiles = new[] { GLProfile.Modern };
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supportedProfiles = new[] { GLProfile.Modern, GLProfile.Legacy };
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else
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supportedProfiles = new[] { GLProfile.Modern, GLProfile.Embedded }
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supportedProfiles = new[] { GLProfile.Modern, GLProfile.Embedded, GLProfile.Legacy }
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.Where(CanCreateGLWindow)
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.ToArray();
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@@ -487,6 +487,10 @@ namespace OpenRA.Platforms.Default
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_PROFILE_MASK, (int)SDL.SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_ES);
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break;
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case GLProfile.Legacy:
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, 1);
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break;
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}
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}
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@@ -23,6 +23,7 @@ namespace OpenRA.Platforms.Default
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public const int TexMetadataAttributeIndex = 2;
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readonly Dictionary<string, int> samplers = new Dictionary<string, int>();
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readonly Dictionary<int, int> legacySizeUniforms = new Dictionary<int, int>();
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readonly Dictionary<int, ITexture> textures = new Dictionary<int, ITexture>();
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readonly Queue<int> unbindTextures = new Queue<int>();
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readonly uint program;
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@@ -33,7 +34,9 @@ namespace OpenRA.Platforms.Default
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var filename = Path.Combine(Platform.GameDir, "glsl", name + "." + ext);
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var code = File.ReadAllText(filename);
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var version = OpenGL.Profile == GLProfile.Embedded ? "300 es" : "140";
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var version = OpenGL.Profile == GLProfile.Embedded ? "300 es" :
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OpenGL.Profile == GLProfile.Legacy ? "120" : "140";
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code = code.Replace("{VERSION}", version);
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var shader = OpenGL.glCreateShader(type);
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@@ -80,8 +83,12 @@ namespace OpenRA.Platforms.Default
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OpenGL.CheckGLError();
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OpenGL.glBindAttribLocation(program, TexMetadataAttributeIndex, "aVertexTexMetadata");
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OpenGL.CheckGLError();
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OpenGL.glBindFragDataLocation(program, 0, "fragColor");
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OpenGL.CheckGLError();
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if (OpenGL.Profile != GLProfile.Legacy)
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{
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OpenGL.glBindFragDataLocation(program, 0, "fragColor");
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OpenGL.CheckGLError();
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}
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OpenGL.glAttachShader(program, vertexShader);
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OpenGL.CheckGLError();
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@@ -132,6 +139,13 @@ namespace OpenRA.Platforms.Default
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OpenGL.glUniform1i(loc, nextTexUnit);
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OpenGL.CheckGLError();
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if (OpenGL.Profile == GLProfile.Legacy)
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{
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var sizeLoc = OpenGL.glGetUniformLocation(program, sampler + "Size");
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if (sizeLoc >= 0)
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legacySizeUniforms.Add(nextTexUnit, sizeLoc);
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}
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nextTexUnit++;
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}
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}
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@@ -146,13 +160,21 @@ namespace OpenRA.Platforms.Default
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// bind the textures
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foreach (var kv in textures)
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{
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var id = ((ITextureInternal)kv.Value).ID;
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var texture = (ITextureInternal)kv.Value;
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// Evict disposed textures from the cache
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if (OpenGL.glIsTexture(id))
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if (OpenGL.glIsTexture(texture.ID))
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{
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OpenGL.glActiveTexture(OpenGL.GL_TEXTURE0 + kv.Key);
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OpenGL.glBindTexture(OpenGL.GL_TEXTURE_2D, id);
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OpenGL.glBindTexture(OpenGL.GL_TEXTURE_2D, texture.ID);
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// Work around missing textureSize GLSL function by explicitly tracking sizes in a uniform
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int param;
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if (OpenGL.Profile == GLProfile.Legacy && legacySizeUniforms.TryGetValue(kv.Key, out param))
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{
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OpenGL.glUniform2f(param, texture.Size.Width, texture.Size.Height);
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OpenGL.CheckGLError();
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}
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}
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else
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unbindTextures.Enqueue(kv.Key);
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@@ -3,8 +3,6 @@
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precision mediump float;
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#endif
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in vec4 vColor;
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uniform sampler2D Texture0;
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uniform sampler2D Texture1;
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uniform sampler2D Texture2;
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@@ -18,6 +16,27 @@ uniform bool EnableDepthPreview;
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uniform float DepthTextureScale;
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uniform float AntialiasPixelsPerTexel;
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#if __VERSION__ == 120
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varying vec4 vTexCoord;
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varying vec2 vTexMetadata;
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varying vec4 vChannelMask;
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varying vec4 vDepthMask;
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varying vec2 vTexSampler;
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varying vec4 vColorFraction;
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varying vec4 vRGBAFraction;
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varying vec4 vPalettedFraction;
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uniform vec2 Texture0Size;
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uniform vec2 Texture1Size;
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uniform vec2 Texture2Size;
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uniform vec2 Texture3Size;
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uniform vec2 Texture4Size;
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uniform vec2 Texture5Size;
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uniform vec2 Texture6Size;
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#else
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in vec4 vColor;
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in vec4 vTexCoord;
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in vec2 vTexMetadata;
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in vec4 vChannelMask;
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@@ -29,6 +48,7 @@ in vec4 vRGBAFraction;
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in vec4 vPalettedFraction;
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out vec4 fragColor;
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#endif
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float jet_r(float x)
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{
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@@ -45,6 +65,43 @@ float jet_b(float x)
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return x < 0.3 ? 4.0 * x + 0.5 : -4.0 * x + 2.5;
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}
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#if __VERSION__ == 120
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vec2 Size(float samplerIndex)
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{
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if (samplerIndex < 0.5)
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return Texture0Size;
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else if (samplerIndex < 1.5)
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return Texture1Size;
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else if (samplerIndex < 2.5)
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return Texture2Size;
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else if (samplerIndex < 3.5)
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return Texture3Size;
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else if (samplerIndex < 4.5)
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return Texture4Size;
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else if (samplerIndex < 5.5)
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return Texture5Size;
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return Texture6Size;
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}
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vec4 Sample(float samplerIndex, vec2 pos)
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{
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if (samplerIndex < 0.5)
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return texture2D(Texture0, pos);
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else if (samplerIndex < 1.5)
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return texture2D(Texture1, pos);
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else if (samplerIndex < 2.5)
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return texture2D(Texture2, pos);
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else if (samplerIndex < 3.5)
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return texture2D(Texture3, pos);
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else if (samplerIndex < 4.5)
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return texture2D(Texture4, pos);
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else if (samplerIndex < 5.5)
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return texture2D(Texture5, pos);
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return texture2D(Texture6, pos);
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}
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#else
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ivec2 Size(float samplerIndex)
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{
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if (samplerIndex < 0.5)
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@@ -80,6 +137,7 @@ vec4 Sample(float samplerIndex, vec2 pos)
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return texture(Texture6, pos);
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}
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#endif
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vec4 SamplePalettedBilinear(float samplerIndex, vec2 coords, vec2 textureSize)
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{
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@@ -93,10 +151,17 @@ vec4 SamplePalettedBilinear(float samplerIndex, vec2 coords, vec2 textureSize)
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vec4 x3 = Sample(samplerIndex, tl + vec2(0., px.y));
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vec4 x4 = Sample(samplerIndex, tl + px);
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#if __VERSION__ == 120
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vec4 c1 = texture2D(Palette, vec2(dot(x1, vChannelMask), vTexMetadata.s));
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vec4 c2 = texture2D(Palette, vec2(dot(x2, vChannelMask), vTexMetadata.s));
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vec4 c3 = texture2D(Palette, vec2(dot(x3, vChannelMask), vTexMetadata.s));
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vec4 c4 = texture2D(Palette, vec2(dot(x4, vChannelMask), vTexMetadata.s));
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#else
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vec4 c1 = texture(Palette, vec2(dot(x1, vChannelMask), vTexMetadata.s));
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vec4 c2 = texture(Palette, vec2(dot(x2, vChannelMask), vTexMetadata.s));
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vec4 c3 = texture(Palette, vec2(dot(x3, vChannelMask), vTexMetadata.s));
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vec4 c4 = texture(Palette, vec2(dot(x4, vChannelMask), vTexMetadata.s));
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#endif
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return mix(mix(c1, c2, interp.x), mix(c3, c4, interp.x), interp.y);
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}
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@@ -127,7 +192,11 @@ void main()
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{
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vec4 x = Sample(vTexSampler.s, coords);
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vec2 p = vec2(dot(x, vChannelMask), vTexMetadata.s);
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#if __VERSION__ == 120
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c = vPalettedFraction * texture2D(Palette, p) + vRGBAFraction * x + vColorFraction * vTexCoord;
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#else
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c = vPalettedFraction * texture(Palette, p) + vRGBAFraction * x + vColorFraction * vTexCoord;
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#endif
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}
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// Discard any transparent fragments (both color and depth)
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@@ -150,8 +219,16 @@ void main()
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float r = clamp(jet_r(x), 0.0, 1.0);
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float g = clamp(jet_g(x), 0.0, 1.0);
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float b = clamp(jet_b(x), 0.0, 1.0);
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#if __VERSION__ == 120
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gl_FragColor = vec4(r, g, b, 1.0);
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#else
|
||||
fragColor = vec4(r, g, b, 1.0);
|
||||
#endif
|
||||
}
|
||||
else
|
||||
#if __VERSION__ == 120
|
||||
gl_FragColor = c;
|
||||
#else
|
||||
fragColor = c;
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -3,6 +3,21 @@
|
||||
uniform vec3 Scroll;
|
||||
uniform vec3 r1, r2;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
attribute vec4 aVertexPosition;
|
||||
attribute vec4 aVertexTexCoord;
|
||||
attribute vec2 aVertexTexMetadata;
|
||||
|
||||
varying vec4 vTexCoord;
|
||||
varying vec2 vTexMetadata;
|
||||
varying vec4 vChannelMask;
|
||||
varying vec4 vDepthMask;
|
||||
varying vec2 vTexSampler;
|
||||
|
||||
varying vec4 vColorFraction;
|
||||
varying vec4 vRGBAFraction;
|
||||
varying vec4 vPalettedFraction;
|
||||
#else
|
||||
in vec4 aVertexPosition;
|
||||
in vec4 aVertexTexCoord;
|
||||
in vec2 aVertexTexMetadata;
|
||||
@@ -16,6 +31,7 @@ out vec2 vTexSampler;
|
||||
out vec4 vColorFraction;
|
||||
out vec4 vRGBAFraction;
|
||||
out vec4 vPalettedFraction;
|
||||
#endif
|
||||
|
||||
vec4 UnpackChannelAttributes(float x)
|
||||
{
|
||||
|
||||
@@ -9,13 +9,30 @@ 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)
|
||||
@@ -25,4 +42,5 @@ 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
|
||||
}
|
||||
|
||||
@@ -3,12 +3,21 @@
|
||||
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)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user