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