mirror of https://github.com/axmolengine/axmol.git
385 lines
12 KiB
C
385 lines
12 KiB
C
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#if !defined(__EMSCRIPTEN__)
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static const char model_distortion_ps_gl2[] = R"(#version 120
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#ifdef GL_ARB_shading_language_420pack
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#extension GL_ARB_shading_language_420pack : require
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#endif
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struct PS_Input
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{
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vec4 PosVS;
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vec2 UV;
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vec4 ProjBinormal;
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vec4 ProjTangent;
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vec4 PosP;
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vec4 Color;
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};
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struct PS_ConstanBuffer
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{
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vec4 g_scale;
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vec4 mUVInversedBack;
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vec4 fFlipbookParameter;
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vec4 fUVDistortionParameter;
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vec4 fBlendTextureParameter;
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vec4 softParticleParam;
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vec4 reconstructionParam1;
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vec4 reconstructionParam2;
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};
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uniform PS_ConstanBuffer CBPS0;
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uniform sampler2D Sampler_sampler_colorTex;
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uniform sampler2D Sampler_sampler_backTex;
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varying vec2 _VSPS_UV;
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varying vec4 _VSPS_ProjBinormal;
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varying vec4 _VSPS_ProjTangent;
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varying vec4 _VSPS_PosP;
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varying vec4 _VSPS_Color;
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vec4 _main(PS_Input Input)
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{
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vec4 Output = texture2D(Sampler_sampler_colorTex, Input.UV);
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Output.w *= Input.Color.w;
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vec2 pos = Input.PosP.xy / vec2(Input.PosP.w);
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vec2 posR = Input.ProjTangent.xy / vec2(Input.ProjTangent.w);
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vec2 posU = Input.ProjBinormal.xy / vec2(Input.ProjBinormal.w);
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float xscale = (((Output.x * 2.0) - 1.0) * Input.Color.x) * CBPS0.g_scale.x;
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float yscale = (((Output.y * 2.0) - 1.0) * Input.Color.y) * CBPS0.g_scale.x;
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vec2 uv = (pos + ((posR - pos) * xscale)) + ((posU - pos) * yscale);
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uv.x = (uv.x + 1.0) * 0.5;
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uv.y = 1.0 - ((uv.y + 1.0) * 0.5);
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uv.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * uv.y);
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uv.y = 1.0 - uv.y;
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vec3 color = vec3(texture2D(Sampler_sampler_backTex, uv).xyz);
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Output = vec4(color.x, color.y, color.z, Output.w);
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if (Output.w == 0.0)
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{
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discard;
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}
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return Output;
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}
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void main()
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{
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PS_Input Input;
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Input.PosVS = gl_FragCoord;
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Input.UV = _VSPS_UV;
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Input.ProjBinormal = _VSPS_ProjBinormal;
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Input.ProjTangent = _VSPS_ProjTangent;
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Input.PosP = _VSPS_PosP;
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Input.Color = _VSPS_Color;
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vec4 _182 = _main(Input);
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gl_FragData[0] = _182;
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}
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)";
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static const char model_distortion_ps_gl3[] = R"(#version 330
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#ifdef GL_ARB_shading_language_420pack
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#extension GL_ARB_shading_language_420pack : require
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#endif
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struct PS_Input
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{
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vec4 PosVS;
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vec2 UV;
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vec4 ProjBinormal;
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vec4 ProjTangent;
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vec4 PosP;
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vec4 Color;
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};
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struct PS_ConstanBuffer
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{
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vec4 g_scale;
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vec4 mUVInversedBack;
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vec4 fFlipbookParameter;
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vec4 fUVDistortionParameter;
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vec4 fBlendTextureParameter;
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vec4 softParticleParam;
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vec4 reconstructionParam1;
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vec4 reconstructionParam2;
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};
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uniform PS_ConstanBuffer CBPS0;
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uniform sampler2D Sampler_sampler_colorTex;
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uniform sampler2D Sampler_sampler_backTex;
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uniform sampler2D Sampler_sampler_depthTex;
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centroid in vec2 _VSPS_UV;
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in vec4 _VSPS_ProjBinormal;
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in vec4 _VSPS_ProjTangent;
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in vec4 _VSPS_PosP;
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centroid in vec4 _VSPS_Color;
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layout(location = 0) out vec4 _entryPointOutput;
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float SoftParticle(float backgroundZ, float meshZ, vec4 softparticleParam, vec4 reconstruct1, vec4 reconstruct2)
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{
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float distanceFar = softparticleParam.x;
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float distanceNear = softparticleParam.y;
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float distanceNearOffset = softparticleParam.z;
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vec2 rescale = reconstruct1.xy;
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vec4 params = reconstruct2;
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vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
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vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
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float dir = sign(depth.x);
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depth *= dir;
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float alphaFar = (depth.x - depth.y) / distanceFar;
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float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
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return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
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}
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vec4 _main(PS_Input Input)
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{
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vec4 Output = texture(Sampler_sampler_colorTex, Input.UV);
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Output.w *= Input.Color.w;
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vec2 pos = Input.PosP.xy / vec2(Input.PosP.w);
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vec2 posR = Input.ProjTangent.xy / vec2(Input.ProjTangent.w);
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vec2 posU = Input.ProjBinormal.xy / vec2(Input.ProjBinormal.w);
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float xscale = (((Output.x * 2.0) - 1.0) * Input.Color.x) * CBPS0.g_scale.x;
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float yscale = (((Output.y * 2.0) - 1.0) * Input.Color.y) * CBPS0.g_scale.x;
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vec2 uv = (pos + ((posR - pos) * xscale)) + ((posU - pos) * yscale);
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uv.x = (uv.x + 1.0) * 0.5;
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uv.y = 1.0 - ((uv.y + 1.0) * 0.5);
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uv.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * uv.y);
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uv.y = 1.0 - uv.y;
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vec3 color = vec3(texture(Sampler_sampler_backTex, uv).xyz);
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Output = vec4(color.x, color.y, color.z, Output.w);
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vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
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vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
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screenUV.y = 1.0 - screenUV.y;
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screenUV.y = 1.0 - screenUV.y;
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if (!(CBPS0.softParticleParam.w == 0.0))
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{
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float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
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float param = backgroundZ;
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float param_1 = screenPos.z;
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vec4 param_2 = CBPS0.softParticleParam;
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vec4 param_3 = CBPS0.reconstructionParam1;
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vec4 param_4 = CBPS0.reconstructionParam2;
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Output.w *= SoftParticle(param, param_1, param_2, param_3, param_4);
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}
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if (Output.w == 0.0)
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{
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discard;
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}
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return Output;
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}
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void main()
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{
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PS_Input Input;
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Input.PosVS = gl_FragCoord;
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Input.UV = _VSPS_UV;
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Input.ProjBinormal = _VSPS_ProjBinormal;
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Input.ProjTangent = _VSPS_ProjTangent;
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Input.PosP = _VSPS_PosP;
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Input.Color = _VSPS_Color;
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vec4 _318 = _main(Input);
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_entryPointOutput = _318;
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}
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)";
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#endif
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static const char model_distortion_ps_gles2[] = R"(
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precision mediump float;
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precision highp int;
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struct PS_Input
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{
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highp vec4 PosVS;
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highp vec2 UV;
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highp vec4 ProjBinormal;
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highp vec4 ProjTangent;
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highp vec4 PosP;
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highp vec4 Color;
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};
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struct PS_ConstanBuffer
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{
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highp vec4 g_scale;
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highp vec4 mUVInversedBack;
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highp vec4 fFlipbookParameter;
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highp vec4 fUVDistortionParameter;
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highp vec4 fBlendTextureParameter;
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highp vec4 softParticleParam;
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highp vec4 reconstructionParam1;
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highp vec4 reconstructionParam2;
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};
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uniform PS_ConstanBuffer CBPS0;
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uniform sampler2D Sampler_sampler_colorTex;
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uniform sampler2D Sampler_sampler_backTex;
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varying vec2 _VSPS_UV;
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varying vec4 _VSPS_ProjBinormal;
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varying vec4 _VSPS_ProjTangent;
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varying vec4 _VSPS_PosP;
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varying vec4 _VSPS_Color;
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highp vec4 _main(PS_Input Input)
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{
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highp vec4 Output = texture2D(Sampler_sampler_colorTex, Input.UV);
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Output.w *= Input.Color.w;
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highp vec2 pos = Input.PosP.xy / vec2(Input.PosP.w);
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highp vec2 posR = Input.ProjTangent.xy / vec2(Input.ProjTangent.w);
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highp vec2 posU = Input.ProjBinormal.xy / vec2(Input.ProjBinormal.w);
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highp float xscale = (((Output.x * 2.0) - 1.0) * Input.Color.x) * CBPS0.g_scale.x;
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highp float yscale = (((Output.y * 2.0) - 1.0) * Input.Color.y) * CBPS0.g_scale.x;
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highp vec2 uv = (pos + ((posR - pos) * xscale)) + ((posU - pos) * yscale);
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uv.x = (uv.x + 1.0) * 0.5;
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uv.y = 1.0 - ((uv.y + 1.0) * 0.5);
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uv.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * uv.y);
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uv.y = 1.0 - uv.y;
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highp vec3 color = vec3(texture2D(Sampler_sampler_backTex, uv).xyz);
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Output = vec4(color.x, color.y, color.z, Output.w);
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if (Output.w == 0.0)
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{
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discard;
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}
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return Output;
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}
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void main()
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{
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PS_Input Input;
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Input.PosVS = gl_FragCoord;
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Input.UV = _VSPS_UV;
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Input.ProjBinormal = _VSPS_ProjBinormal;
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Input.ProjTangent = _VSPS_ProjTangent;
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Input.PosP = _VSPS_PosP;
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Input.Color = _VSPS_Color;
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highp vec4 _182 = _main(Input);
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gl_FragData[0] = _182;
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}
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)";
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static const char model_distortion_ps_gles3[] = R"(#version 300 es
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precision mediump float;
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precision highp int;
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struct PS_Input
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{
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highp vec4 PosVS;
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highp vec2 UV;
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highp vec4 ProjBinormal;
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highp vec4 ProjTangent;
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highp vec4 PosP;
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highp vec4 Color;
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};
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struct PS_ConstanBuffer
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{
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highp vec4 g_scale;
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highp vec4 mUVInversedBack;
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highp vec4 fFlipbookParameter;
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highp vec4 fUVDistortionParameter;
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highp vec4 fBlendTextureParameter;
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highp vec4 softParticleParam;
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highp vec4 reconstructionParam1;
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highp vec4 reconstructionParam2;
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};
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uniform PS_ConstanBuffer CBPS0;
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uniform highp sampler2D Sampler_sampler_colorTex;
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uniform highp sampler2D Sampler_sampler_backTex;
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uniform highp sampler2D Sampler_sampler_depthTex;
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centroid in highp vec2 _VSPS_UV;
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in highp vec4 _VSPS_ProjBinormal;
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in highp vec4 _VSPS_ProjTangent;
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in highp vec4 _VSPS_PosP;
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centroid in highp vec4 _VSPS_Color;
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layout(location = 0) out highp vec4 _entryPointOutput;
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highp float SoftParticle(highp float backgroundZ, highp float meshZ, highp vec4 softparticleParam, highp vec4 reconstruct1, highp vec4 reconstruct2)
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{
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highp float distanceFar = softparticleParam.x;
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highp float distanceNear = softparticleParam.y;
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highp float distanceNearOffset = softparticleParam.z;
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highp vec2 rescale = reconstruct1.xy;
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highp vec4 params = reconstruct2;
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highp vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
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highp vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
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highp float dir = sign(depth.x);
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depth *= dir;
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highp float alphaFar = (depth.x - depth.y) / distanceFar;
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highp float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
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return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
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}
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highp vec4 _main(PS_Input Input)
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{
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highp vec4 Output = texture(Sampler_sampler_colorTex, Input.UV);
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Output.w *= Input.Color.w;
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highp vec2 pos = Input.PosP.xy / vec2(Input.PosP.w);
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highp vec2 posR = Input.ProjTangent.xy / vec2(Input.ProjTangent.w);
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highp vec2 posU = Input.ProjBinormal.xy / vec2(Input.ProjBinormal.w);
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highp float xscale = (((Output.x * 2.0) - 1.0) * Input.Color.x) * CBPS0.g_scale.x;
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highp float yscale = (((Output.y * 2.0) - 1.0) * Input.Color.y) * CBPS0.g_scale.x;
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highp vec2 uv = (pos + ((posR - pos) * xscale)) + ((posU - pos) * yscale);
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uv.x = (uv.x + 1.0) * 0.5;
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uv.y = 1.0 - ((uv.y + 1.0) * 0.5);
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uv.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * uv.y);
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uv.y = 1.0 - uv.y;
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highp vec3 color = vec3(texture(Sampler_sampler_backTex, uv).xyz);
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Output = vec4(color.x, color.y, color.z, Output.w);
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highp vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
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highp vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
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screenUV.y = 1.0 - screenUV.y;
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screenUV.y = 1.0 - screenUV.y;
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if (!(CBPS0.softParticleParam.w == 0.0))
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{
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highp float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
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highp float param = backgroundZ;
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highp float param_1 = screenPos.z;
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highp vec4 param_2 = CBPS0.softParticleParam;
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highp vec4 param_3 = CBPS0.reconstructionParam1;
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highp vec4 param_4 = CBPS0.reconstructionParam2;
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Output.w *= SoftParticle(param, param_1, param_2, param_3, param_4);
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}
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if (Output.w == 0.0)
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{
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discard;
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}
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return Output;
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}
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void main()
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{
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PS_Input Input;
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Input.PosVS = gl_FragCoord;
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Input.UV = _VSPS_UV;
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Input.ProjBinormal = _VSPS_ProjBinormal;
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Input.ProjTangent = _VSPS_ProjTangent;
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Input.PosP = _VSPS_PosP;
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Input.Color = _VSPS_Color;
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highp vec4 _318 = _main(Input);
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_entryPointOutput = _318;
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}
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)";
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static const char* get_model_distortion_ps (EffekseerRendererGL::OpenGLDeviceType deviceType)
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{
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#if !defined(__EMSCRIPTEN__)
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if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGL3)
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return model_distortion_ps_gl3;
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if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGL2)
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return model_distortion_ps_gl2;
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#endif
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if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGLES3)
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return model_distortion_ps_gles3;
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|
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGLES2)
|
||
|
return model_distortion_ps_gles2;
|
||
|
return nullptr;
|
||
|
}
|
||
|
|