axmol/extensions/Effekseer/EffekseerRendererGL/EffekseerRenderer/ShaderHeader/model_distortion_vs.h

437 lines
12 KiB
C

#if !defined(__EMSCRIPTEN__)
static const char model_distortion_vs_gl2[] = R"(#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
struct VS_Input
{
vec3 Pos;
vec3 Normal;
vec3 Binormal;
vec3 Tangent;
vec2 UV;
vec4 Color;
};
struct VS_Output
{
vec4 PosVS;
vec2 UV;
vec4 ProjBinormal;
vec4 ProjTangent;
vec4 PosP;
vec4 Color;
};
struct VS_ConstantBuffer
{
mat4 mCameraProj;
mat4 mModel;
vec4 fUV;
vec4 fModelColor;
vec4 fLightDirection;
vec4 fLightColor;
vec4 fLightAmbient;
vec4 mUVInversed;
};
uniform VS_ConstantBuffer CBVS0;
attribute vec3 Input_Pos;
attribute vec3 Input_Normal;
attribute vec3 Input_Binormal;
attribute vec3 Input_Tangent;
attribute vec2 Input_UV;
attribute vec4 Input_Color;
varying vec2 _VSPS_UV;
varying vec4 _VSPS_ProjBinormal;
varying vec4 _VSPS_ProjTangent;
varying vec4 _VSPS_PosP;
varying vec4 _VSPS_Color;
VS_Output _main(VS_Input Input)
{
vec4 uv = CBVS0.fUV;
vec4 modelColor = CBVS0.fModelColor * Input.Color;
VS_Output Output = VS_Output(vec4(0.0), vec2(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
vec4 localPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
vec4 worldPos = CBVS0.mModel * localPos;
Output.PosVS = CBVS0.mCameraProj * worldPos;
Output.Color = modelColor;
vec2 outputUV = Input.UV;
outputUV.x = (outputUV.x * uv.z) + uv.x;
outputUV.y = (outputUV.y * uv.w) + uv.y;
outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
Output.UV = outputUV;
vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
vec4 worldNormal = CBVS0.mModel * localNormal;
vec4 worldBinormal = CBVS0.mModel * localBinormal;
vec4 worldTangent = CBVS0.mModel * localTangent;
worldNormal = normalize(worldNormal);
worldBinormal = normalize(worldBinormal);
worldTangent = normalize(worldTangent);
Output.ProjBinormal = CBVS0.mCameraProj * (worldPos + worldBinormal);
Output.ProjTangent = CBVS0.mCameraProj * (worldPos + worldTangent);
Output.PosP = Output.PosVS;
return Output;
}
void main()
{
VS_Input Input;
Input.Pos = Input_Pos;
Input.Normal = Input_Normal;
Input.Binormal = Input_Binormal;
Input.Tangent = Input_Tangent;
Input.UV = Input_UV;
Input.Color = Input_Color;
VS_Output flattenTemp = _main(Input);
gl_Position = flattenTemp.PosVS;
_VSPS_UV = flattenTemp.UV;
_VSPS_ProjBinormal = flattenTemp.ProjBinormal;
_VSPS_ProjTangent = flattenTemp.ProjTangent;
_VSPS_PosP = flattenTemp.PosP;
_VSPS_Color = flattenTemp.Color;
}
)";
static const char model_distortion_vs_gl3[] = R"(#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
#ifdef GL_ARB_shader_draw_parameters
#extension GL_ARB_shader_draw_parameters : enable
#endif
struct VS_Input
{
vec3 Pos;
vec3 Normal;
vec3 Binormal;
vec3 Tangent;
vec2 UV;
vec4 Color;
uint Index;
};
struct VS_Output
{
vec4 PosVS;
vec2 UV;
vec4 ProjBinormal;
vec4 ProjTangent;
vec4 PosP;
vec4 Color;
};
struct VS_ConstantBuffer
{
mat4 mCameraProj;
mat4 mModel_Inst[10];
vec4 fUV[10];
vec4 fModelColor[10];
vec4 fLightDirection;
vec4 fLightColor;
vec4 fLightAmbient;
vec4 mUVInversed;
};
uniform VS_ConstantBuffer CBVS0;
layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec3 Input_Normal;
layout(location = 2) in vec3 Input_Binormal;
layout(location = 3) in vec3 Input_Tangent;
layout(location = 4) in vec2 Input_UV;
layout(location = 5) in vec4 Input_Color;
#ifdef GL_ARB_shader_draw_parameters
#define SPIRV_Cross_BaseInstance gl_BaseInstanceARB
#else
uniform int SPIRV_Cross_BaseInstance;
#endif
centroid out vec2 _VSPS_UV;
out vec4 _VSPS_ProjBinormal;
out vec4 _VSPS_ProjTangent;
out vec4 _VSPS_PosP;
centroid out vec4 _VSPS_Color;
VS_Output _main(VS_Input Input)
{
uint index = Input.Index;
mat4 mModel = CBVS0.mModel_Inst[index];
vec4 uv = CBVS0.fUV[index];
vec4 modelColor = CBVS0.fModelColor[index] * Input.Color;
VS_Output Output = VS_Output(vec4(0.0), vec2(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
vec4 localPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
vec4 worldPos = localPos * mModel;
Output.PosVS = worldPos * CBVS0.mCameraProj;
Output.Color = modelColor;
vec2 outputUV = Input.UV;
outputUV.x = (outputUV.x * uv.z) + uv.x;
outputUV.y = (outputUV.y * uv.w) + uv.y;
outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
Output.UV = outputUV;
vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
vec4 worldNormal = localNormal * mModel;
vec4 worldBinormal = localBinormal * mModel;
vec4 worldTangent = localTangent * mModel;
worldNormal = normalize(worldNormal);
worldBinormal = normalize(worldBinormal);
worldTangent = normalize(worldTangent);
Output.ProjBinormal = (worldPos + worldBinormal) * CBVS0.mCameraProj;
Output.ProjTangent = (worldPos + worldTangent) * CBVS0.mCameraProj;
Output.PosP = Output.PosVS;
return Output;
}
void main()
{
VS_Input Input;
Input.Pos = Input_Pos;
Input.Normal = Input_Normal;
Input.Binormal = Input_Binormal;
Input.Tangent = Input_Tangent;
Input.UV = Input_UV;
Input.Color = Input_Color;
Input.Index = uint((gl_InstanceID + SPIRV_Cross_BaseInstance));
VS_Output flattenTemp = _main(Input);
gl_Position = flattenTemp.PosVS;
_VSPS_UV = flattenTemp.UV;
_VSPS_ProjBinormal = flattenTemp.ProjBinormal;
_VSPS_ProjTangent = flattenTemp.ProjTangent;
_VSPS_PosP = flattenTemp.PosP;
_VSPS_Color = flattenTemp.Color;
}
)";
#endif
static const char model_distortion_vs_gles2[] = R"(
struct VS_Input
{
vec3 Pos;
vec3 Normal;
vec3 Binormal;
vec3 Tangent;
vec2 UV;
vec4 Color;
};
struct VS_Output
{
vec4 PosVS;
vec2 UV;
vec4 ProjBinormal;
vec4 ProjTangent;
vec4 PosP;
vec4 Color;
};
struct VS_ConstantBuffer
{
mat4 mCameraProj;
mat4 mModel;
vec4 fUV;
vec4 fModelColor;
vec4 fLightDirection;
vec4 fLightColor;
vec4 fLightAmbient;
vec4 mUVInversed;
};
uniform VS_ConstantBuffer CBVS0;
attribute vec3 Input_Pos;
attribute vec3 Input_Normal;
attribute vec3 Input_Binormal;
attribute vec3 Input_Tangent;
attribute vec2 Input_UV;
attribute vec4 Input_Color;
varying vec2 _VSPS_UV;
varying vec4 _VSPS_ProjBinormal;
varying vec4 _VSPS_ProjTangent;
varying vec4 _VSPS_PosP;
varying vec4 _VSPS_Color;
VS_Output _main(VS_Input Input)
{
vec4 uv = CBVS0.fUV;
vec4 modelColor = CBVS0.fModelColor * Input.Color;
VS_Output Output = VS_Output(vec4(0.0), vec2(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
vec4 localPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
vec4 worldPos = CBVS0.mModel * localPos;
Output.PosVS = CBVS0.mCameraProj * worldPos;
Output.Color = modelColor;
vec2 outputUV = Input.UV;
outputUV.x = (outputUV.x * uv.z) + uv.x;
outputUV.y = (outputUV.y * uv.w) + uv.y;
outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
Output.UV = outputUV;
vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
vec4 worldNormal = CBVS0.mModel * localNormal;
vec4 worldBinormal = CBVS0.mModel * localBinormal;
vec4 worldTangent = CBVS0.mModel * localTangent;
worldNormal = normalize(worldNormal);
worldBinormal = normalize(worldBinormal);
worldTangent = normalize(worldTangent);
Output.ProjBinormal = CBVS0.mCameraProj * (worldPos + worldBinormal);
Output.ProjTangent = CBVS0.mCameraProj * (worldPos + worldTangent);
Output.PosP = Output.PosVS;
return Output;
}
void main()
{
VS_Input Input;
Input.Pos = Input_Pos;
Input.Normal = Input_Normal;
Input.Binormal = Input_Binormal;
Input.Tangent = Input_Tangent;
Input.UV = Input_UV;
Input.Color = Input_Color;
VS_Output flattenTemp = _main(Input);
gl_Position = flattenTemp.PosVS;
_VSPS_UV = flattenTemp.UV;
_VSPS_ProjBinormal = flattenTemp.ProjBinormal;
_VSPS_ProjTangent = flattenTemp.ProjTangent;
_VSPS_PosP = flattenTemp.PosP;
_VSPS_Color = flattenTemp.Color;
}
)";
static const char model_distortion_vs_gles3[] = R"(#version 300 es
#ifdef GL_ARB_shader_draw_parameters
#extension GL_ARB_shader_draw_parameters : enable
#endif
struct VS_Input
{
vec3 Pos;
vec3 Normal;
vec3 Binormal;
vec3 Tangent;
vec2 UV;
vec4 Color;
uint Index;
};
struct VS_Output
{
vec4 PosVS;
vec2 UV;
vec4 ProjBinormal;
vec4 ProjTangent;
vec4 PosP;
vec4 Color;
};
struct VS_ConstantBuffer
{
mat4 mCameraProj;
mat4 mModel_Inst[10];
vec4 fUV[10];
vec4 fModelColor[10];
vec4 fLightDirection;
vec4 fLightColor;
vec4 fLightAmbient;
vec4 mUVInversed;
};
uniform VS_ConstantBuffer CBVS0;
layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec3 Input_Normal;
layout(location = 2) in vec3 Input_Binormal;
layout(location = 3) in vec3 Input_Tangent;
layout(location = 4) in vec2 Input_UV;
layout(location = 5) in vec4 Input_Color;
#ifdef GL_ARB_shader_draw_parameters
#define SPIRV_Cross_BaseInstance gl_BaseInstanceARB
#else
uniform int SPIRV_Cross_BaseInstance;
#endif
centroid out vec2 _VSPS_UV;
out vec4 _VSPS_ProjBinormal;
out vec4 _VSPS_ProjTangent;
out vec4 _VSPS_PosP;
centroid out vec4 _VSPS_Color;
VS_Output _main(VS_Input Input)
{
uint index = Input.Index;
mat4 mModel = CBVS0.mModel_Inst[index];
vec4 uv = CBVS0.fUV[index];
vec4 modelColor = CBVS0.fModelColor[index] * Input.Color;
VS_Output Output = VS_Output(vec4(0.0), vec2(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
vec4 localPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
vec4 worldPos = localPos * mModel;
Output.PosVS = worldPos * CBVS0.mCameraProj;
Output.Color = modelColor;
vec2 outputUV = Input.UV;
outputUV.x = (outputUV.x * uv.z) + uv.x;
outputUV.y = (outputUV.y * uv.w) + uv.y;
outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
Output.UV = outputUV;
vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
vec4 worldNormal = localNormal * mModel;
vec4 worldBinormal = localBinormal * mModel;
vec4 worldTangent = localTangent * mModel;
worldNormal = normalize(worldNormal);
worldBinormal = normalize(worldBinormal);
worldTangent = normalize(worldTangent);
Output.ProjBinormal = (worldPos + worldBinormal) * CBVS0.mCameraProj;
Output.ProjTangent = (worldPos + worldTangent) * CBVS0.mCameraProj;
Output.PosP = Output.PosVS;
return Output;
}
void main()
{
VS_Input Input;
Input.Pos = Input_Pos;
Input.Normal = Input_Normal;
Input.Binormal = Input_Binormal;
Input.Tangent = Input_Tangent;
Input.UV = Input_UV;
Input.Color = Input_Color;
Input.Index = uint((gl_InstanceID + SPIRV_Cross_BaseInstance));
VS_Output flattenTemp = _main(Input);
gl_Position = flattenTemp.PosVS;
_VSPS_UV = flattenTemp.UV;
_VSPS_ProjBinormal = flattenTemp.ProjBinormal;
_VSPS_ProjTangent = flattenTemp.ProjTangent;
_VSPS_PosP = flattenTemp.PosP;
_VSPS_Color = flattenTemp.Color;
}
)";
static const char* get_model_distortion_vs (EffekseerRendererGL::OpenGLDeviceType deviceType)
{
#if !defined(__EMSCRIPTEN__)
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGL3)
return model_distortion_vs_gl3;
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGL2)
return model_distortion_vs_gl2;
#endif
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGLES3)
return model_distortion_vs_gles3;
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGLES2)
return model_distortion_vs_gles2;
return nullptr;
}