Restore legacy OpenGL 2.1 support.

This commit is contained in:
Paul Chote
2020-04-22 00:13:23 +01:00
committed by abcdefg30
parent 839be24053
commit dac1f270ce
10 changed files with 224 additions and 39 deletions

View File

@@ -3,8 +3,6 @@
precision mediump float;
#endif
in vec4 vColor;
uniform sampler2D Texture0;
uniform sampler2D Texture1;
uniform sampler2D Texture2;
@@ -18,6 +16,27 @@ uniform bool EnableDepthPreview;
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;
uniform vec2 Texture0Size;
uniform vec2 Texture1Size;
uniform vec2 Texture2Size;
uniform vec2 Texture3Size;
uniform vec2 Texture4Size;
uniform vec2 Texture5Size;
uniform vec2 Texture6Size;
#else
in vec4 vColor;
in vec4 vTexCoord;
in vec2 vTexMetadata;
in vec4 vChannelMask;
@@ -29,6 +48,7 @@ in vec4 vRGBAFraction;
in vec4 vPalettedFraction;
out vec4 fragColor;
#endif
float jet_r(float x)
{
@@ -45,6 +65,43 @@ float jet_b(float x)
return x < 0.3 ? 4.0 * x + 0.5 : -4.0 * x + 2.5;
}
#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;
return Texture6Size;
}
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);
return texture2D(Texture6, pos);
}
#else
ivec2 Size(float samplerIndex)
{
if (samplerIndex < 0.5)
@@ -80,6 +137,7 @@ vec4 Sample(float samplerIndex, vec2 pos)
return texture(Texture6, pos);
}
#endif
vec4 SamplePalettedBilinear(float samplerIndex, vec2 coords, vec2 textureSize)
{
@@ -93,10 +151,17 @@ 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);
}
@@ -127,7 +192,11 @@ 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)
@@ -150,8 +219,16 @@ void main()
float r = clamp(jet_r(x), 0.0, 1.0);
float g = clamp(jet_g(x), 0.0, 1.0);
float b = clamp(jet_b(x), 0.0, 1.0);
#if __VERSION__ == 120
gl_FragColor = vec4(r, g, b, 1.0);
#else
fragColor = vec4(r, g, b, 1.0);
#endif
}
else
#if __VERSION__ == 120
gl_FragColor = c;
#else
fragColor = c;
#endif
}

View File

@@ -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)
{

View File

@@ -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
}

View File

@@ -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)
{