OpenTTD Source  1.11.0-beta2
opengl_shader.h
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1 /* $Id$ */
2 
3 /*
4  * This file is part of OpenTTD.
5  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
6  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
7  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
8  */
9 
13 static const char *_vertex_shader_sprite[] = {
14  "#version 110\n",
15  "uniform vec4 sprite;",
16  "uniform vec2 screen;",
17  "attribute vec2 position, colour_uv;",
18  "varying vec2 colour_tex_uv;",
19  "void main() {",
20  " vec2 size = sprite.zw / screen.xy;",
21  " vec2 offset = ((2.0 * sprite.xy + sprite.zw) / screen.xy - 1.0) * vec2(1.0, -1.0);",
22  " colour_tex_uv = colour_uv;",
23  " gl_Position = vec4(position * size + offset, 0.0, 1.0);",
24  "}",
25 };
26 
28 static const char *_vertex_shader_sprite_150[] = {
29  "#version 150\n",
30  "uniform vec4 sprite;",
31  "uniform vec2 screen;",
32  "in vec2 position, colour_uv;",
33  "out vec2 colour_tex_uv;",
34  "void main() {",
35  " vec2 size = sprite.zw / screen.xy;",
36  " vec2 offset = ((2.0 * sprite.xy + sprite.zw) / screen.xy - 1.0) * vec2(1.0, -1.0);",
37  " colour_tex_uv = colour_uv;",
38  " gl_Position = vec4(position * size + offset, 0.0, 1.0);",
39  "}",
40 };
41 
43 static const char *_frag_shader_direct[] = {
44  "#version 110\n",
45  "uniform sampler2D colour_tex;",
46  "varying vec2 colour_tex_uv;",
47  "void main() {",
48  " gl_FragData[0] = texture2D(colour_tex, colour_tex_uv);",
49  "}",
50 };
51 
53 static const char *_frag_shader_direct_150[] = {
54  "#version 150\n",
55  "uniform sampler2D colour_tex;",
56  "in vec2 colour_tex_uv;",
57  "out vec4 colour;",
58  "void main() {",
59  " colour = texture(colour_tex, colour_tex_uv);",
60  "}",
61 };
62 
64 static const char *_frag_shader_palette[] = {
65  "#version 110\n",
66  "uniform sampler2D colour_tex;",
67  "uniform sampler1D palette;",
68  "varying vec2 colour_tex_uv;",
69  "void main() {",
70  " float idx = texture2D(colour_tex, colour_tex_uv).r;",
71  " gl_FragData[0] = texture1D(palette, idx);",
72  "}",
73 };
74 
76 static const char *_frag_shader_palette_150[] = {
77  "#version 150\n",
78  "uniform sampler2D colour_tex;",
79  "uniform sampler1D palette;",
80  "in vec2 colour_tex_uv;",
81  "out vec4 colour;",
82  "void main() {",
83  " float idx = texture(colour_tex, colour_tex_uv).r;",
84  " colour = texture(palette, idx);",
85  "}",
86 };
87 
88 
90 static const char *_frag_shader_remap_func = \
91  "float max3(vec3 v) {"
92  " return max(max(v.x, v.y), v.z);"
93  "}"
94  ""
95  "vec3 adj_brightness(vec3 colour, float brightness) {"
96  " vec3 adj = colour * (brightness > 0.0 ? brightness / 0.5 : 1.0);"
97  " vec3 ob_vec = clamp(adj - 1.0, 0.0, 1.0);"
98  " float ob = (ob_vec.r + ob_vec.g + ob_vec.b) / 2.0;"
99  ""
100  " return clamp(adj + ob * (1.0 - adj), 0.0, 1.0);"
101  "}";
102 
104 static const char *_frag_shader_rgb_mask_blend[] = {
105  "#version 110\n",
106  "#extension GL_ATI_shader_texture_lod: enable\n",
107  "#extension GL_ARB_shader_texture_lod: enable\n",
108  "uniform sampler2D colour_tex;",
109  "uniform sampler1D palette;",
110  "uniform sampler2D remap_tex;",
111  "uniform bool rgb;",
112  "uniform float zoom;",
113  "varying vec2 colour_tex_uv;",
114  "",
116  "",
117  "void main() {",
118  " float idx = texture2DLod(remap_tex, colour_tex_uv, zoom).r;",
119  " vec4 remap_col = texture1D(palette, idx);",
120  " vec4 rgb_col = texture2DLod(colour_tex, colour_tex_uv, zoom);",
121  "",
122  " gl_FragData[0].a = rgb ? rgb_col.a : remap_col.a;",
123  " gl_FragData[0].rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
124  "}",
125 };
126 
128 static const char *_frag_shader_rgb_mask_blend_150[] = {
129  "#version 150\n",
130  "uniform sampler2D colour_tex;",
131  "uniform sampler1D palette;",
132  "uniform sampler2D remap_tex;",
133  "uniform float zoom;",
134  "uniform bool rgb;",
135  "in vec2 colour_tex_uv;",
136  "out vec4 colour;",
137  "",
139  "",
140  "void main() {",
141  " float idx = textureLod(remap_tex, colour_tex_uv, zoom).r;",
142  " vec4 remap_col = texture(palette, idx);",
143  " vec4 rgb_col = textureLod(colour_tex, colour_tex_uv, zoom);",
144  "",
145  " colour.a = rgb ? rgb_col.a : remap_col.a;",
146  " colour.rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
147  "}",
148 };
149 
151 static const char *_frag_shader_sprite_blend[] = {
152  "#version 110\n",
153  "#extension GL_ATI_shader_texture_lod: enable\n",
154  "#extension GL_ARB_shader_texture_lod: enable\n",
155  "uniform sampler2D colour_tex;",
156  "uniform sampler1D palette;",
157  "uniform sampler2D remap_tex;",
158  "uniform sampler1D pal;",
159  "uniform float zoom;",
160  "uniform bool rgb;",
161  "uniform bool crash;",
162  "varying vec2 colour_tex_uv;",
163  "",
165  "",
166  "void main() {",
167  " float idx = texture2DLod(remap_tex, colour_tex_uv, zoom).r;",
168  " float r = texture1D(pal, idx).r;",
169  " vec4 remap_col = texture1D(palette, idx);",
170  " vec4 rgb_col = texture2DLod(colour_tex, colour_tex_uv, zoom);",
171  "",
172  " if (crash && idx == 0.0) rgb_col.rgb = vec2(dot(rgb_col.rgb, vec3(0.199325561523, 0.391342163085, 0.076004028320)), 0.0).rrr;"
173  " gl_FragData[0].a = rgb && (r > 0.0 || idx == 0.0) ? rgb_col.a : remap_col.a;",
174  " gl_FragData[0].rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
175  "}",
176 };
177 
179 static const char *_frag_shader_sprite_blend_150[] = {
180  "#version 150\n",
181  "uniform sampler2D colour_tex;",
182  "uniform sampler1D palette;",
183  "uniform sampler2D remap_tex;",
184  "uniform sampler1D pal;",
185  "uniform float zoom;",
186  "uniform bool rgb;",
187  "uniform bool crash;",
188  "in vec2 colour_tex_uv;",
189  "out vec4 colour;",
190  "",
192  "",
193  "void main() {",
194  " float idx = textureLod(remap_tex, colour_tex_uv, zoom).r;"
195  " float r = texture(pal, idx).r;",
196  " vec4 remap_col = texture(palette, r);",
197  " vec4 rgb_col = textureLod(colour_tex, colour_tex_uv, zoom);",
198  "",
199  " if (crash && idx == 0.0) rgb_col.rgb = vec2(dot(rgb_col.rgb, vec3(0.199325561523, 0.391342163085, 0.076004028320)), 0.0).rrr;"
200  " colour.a = rgb && (r > 0.0 || idx == 0.0) ? rgb_col.a : remap_col.a;",
201  " colour.rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
202  "}",
203 };
_frag_shader_palette
static const char * _frag_shader_palette[]
Fragment shader that performs a palette lookup to read the colour from an 8bpp texture.
Definition: opengl_shader.h:64
_frag_shader_sprite_blend_150
static const char * _frag_shader_sprite_blend_150[]
GLSL 1.50 fragment shader that performs a palette lookup to read the colour from a sprite texture.
Definition: opengl_shader.h:179
_frag_shader_direct_150
static const char * _frag_shader_direct_150[]
GLSL 1.50 fragment shader that reads the fragment colour from a 32bpp texture.
Definition: opengl_shader.h:53
_vertex_shader_sprite
static const char * _vertex_shader_sprite[]
Vertex shader that positions a sprite on screen.
Definition: opengl_shader.h:13
_frag_shader_palette_150
static const char * _frag_shader_palette_150[]
GLSL 1.50 fragment shader that performs a palette lookup to read the colour from an 8bpp texture.
Definition: opengl_shader.h:76
_vertex_shader_sprite_150
static const char * _vertex_shader_sprite_150[]
GLSL 1.50 vertex shader that positions a sprite on screen.
Definition: opengl_shader.h:28
_frag_shader_rgb_mask_blend_150
static const char * _frag_shader_rgb_mask_blend_150[]
GLSL 1.50 fragment shader that performs a palette lookup to read the colour from an 8bpp texture.
Definition: opengl_shader.h:128
_frag_shader_sprite_blend
static const char * _frag_shader_sprite_blend[]
Fragment shader that performs a palette lookup to read the colour from a sprite texture.
Definition: opengl_shader.h:151
_frag_shader_remap_func
static const char * _frag_shader_remap_func
Fragment shader function for remap brightness modulation.
Definition: opengl_shader.h:90
_frag_shader_rgb_mask_blend
static const char * _frag_shader_rgb_mask_blend[]
Fragment shader that performs a palette lookup to read the colour from an 8bpp texture.
Definition: opengl_shader.h:104
_frag_shader_direct
static const char * _frag_shader_direct[]
Fragment shader that reads the fragment colour from a 32bpp texture.
Definition: opengl_shader.h:43