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

353 lines
9.2 KiB
C

#if !defined(__EMSCRIPTEN__)
static const char sprite_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;
vec4 Color;
vec4 Normal;
vec4 Tangent;
vec2 UV1;
vec2 UV2;
};
struct VS_Output
{
vec4 PosVS;
vec2 UV;
vec4 ProjBinormal;
vec4 ProjTangent;
vec4 PosP;
vec4 Color;
};
struct VS_ConstantBuffer
{
mat4 mCamera;
mat4 mCameraProj;
vec4 mUVInversed;
vec4 mflipbookParameter;
};
uniform VS_ConstantBuffer CBVS0;
attribute vec3 Input_Pos;
attribute vec4 Input_Color;
attribute vec4 Input_Normal;
attribute vec4 Input_Tangent;
attribute vec2 Input_UV1;
attribute vec2 Input_UV2;
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)
{
VS_Output Output = VS_Output(vec4(0.0), vec2(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
vec4 worldNormal = vec4((Input.Normal.xyz - vec3(0.5)) * 2.0, 0.0);
vec4 worldTangent = vec4((Input.Tangent.xyz - vec3(0.5)) * 2.0, 0.0);
vec4 worldBinormal = vec4(cross(worldNormal.xyz, worldTangent.xyz), 0.0);
vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
Output.PosVS = CBVS0.mCameraProj * worldPos;
Output.Color = Input.Color;
vec2 uv1 = Input.UV1;
uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
Output.UV = uv1;
Output.ProjTangent = CBVS0.mCameraProj * (worldPos + worldTangent);
Output.ProjBinormal = CBVS0.mCameraProj * (worldPos + worldBinormal);
Output.PosP = Output.PosVS;
return Output;
}
void main()
{
VS_Input Input;
Input.Pos = Input_Pos;
Input.Color = Input_Color;
Input.Normal = Input_Normal;
Input.Tangent = Input_Tangent;
Input.UV1 = Input_UV1;
Input.UV2 = Input_UV2;
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 sprite_distortion_vs_gl3[] = R"(#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
struct VS_Input
{
vec3 Pos;
vec4 Color;
vec4 Normal;
vec4 Tangent;
vec2 UV1;
vec2 UV2;
};
struct VS_Output
{
vec4 PosVS;
vec2 UV;
vec4 ProjBinormal;
vec4 ProjTangent;
vec4 PosP;
vec4 Color;
};
struct VS_ConstantBuffer
{
mat4 mCamera;
mat4 mCameraProj;
vec4 mUVInversed;
vec4 mflipbookParameter;
};
uniform VS_ConstantBuffer CBVS0;
layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec4 Input_Color;
layout(location = 2) in vec4 Input_Normal;
layout(location = 3) in vec4 Input_Tangent;
layout(location = 4) in vec2 Input_UV1;
layout(location = 5) in vec2 Input_UV2;
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)
{
VS_Output Output = VS_Output(vec4(0.0), vec2(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
vec4 worldNormal = vec4((Input.Normal.xyz - vec3(0.5)) * 2.0, 0.0);
vec4 worldTangent = vec4((Input.Tangent.xyz - vec3(0.5)) * 2.0, 0.0);
vec4 worldBinormal = vec4(cross(worldNormal.xyz, worldTangent.xyz), 0.0);
vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
Output.PosVS = worldPos * CBVS0.mCameraProj;
Output.Color = Input.Color;
vec2 uv1 = Input.UV1;
uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
Output.UV = uv1;
Output.ProjTangent = (worldPos + worldTangent) * CBVS0.mCameraProj;
Output.ProjBinormal = (worldPos + worldBinormal) * CBVS0.mCameraProj;
Output.PosP = Output.PosVS;
return Output;
}
void main()
{
VS_Input Input;
Input.Pos = Input_Pos;
Input.Color = Input_Color;
Input.Normal = Input_Normal;
Input.Tangent = Input_Tangent;
Input.UV1 = Input_UV1;
Input.UV2 = Input_UV2;
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 sprite_distortion_vs_gles2[] = R"(
struct VS_Input
{
vec3 Pos;
vec4 Color;
vec4 Normal;
vec4 Tangent;
vec2 UV1;
vec2 UV2;
};
struct VS_Output
{
vec4 PosVS;
vec2 UV;
vec4 ProjBinormal;
vec4 ProjTangent;
vec4 PosP;
vec4 Color;
};
struct VS_ConstantBuffer
{
mat4 mCamera;
mat4 mCameraProj;
vec4 mUVInversed;
vec4 mflipbookParameter;
};
uniform VS_ConstantBuffer CBVS0;
attribute vec3 Input_Pos;
attribute vec4 Input_Color;
attribute vec4 Input_Normal;
attribute vec4 Input_Tangent;
attribute vec2 Input_UV1;
attribute vec2 Input_UV2;
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)
{
VS_Output Output = VS_Output(vec4(0.0), vec2(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
vec4 worldNormal = vec4((Input.Normal.xyz - vec3(0.5)) * 2.0, 0.0);
vec4 worldTangent = vec4((Input.Tangent.xyz - vec3(0.5)) * 2.0, 0.0);
vec4 worldBinormal = vec4(cross(worldNormal.xyz, worldTangent.xyz), 0.0);
vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
Output.PosVS = CBVS0.mCameraProj * worldPos;
Output.Color = Input.Color;
vec2 uv1 = Input.UV1;
uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
Output.UV = uv1;
Output.ProjTangent = CBVS0.mCameraProj * (worldPos + worldTangent);
Output.ProjBinormal = CBVS0.mCameraProj * (worldPos + worldBinormal);
Output.PosP = Output.PosVS;
return Output;
}
void main()
{
VS_Input Input;
Input.Pos = Input_Pos;
Input.Color = Input_Color;
Input.Normal = Input_Normal;
Input.Tangent = Input_Tangent;
Input.UV1 = Input_UV1;
Input.UV2 = Input_UV2;
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 sprite_distortion_vs_gles3[] = R"(#version 300 es
struct VS_Input
{
vec3 Pos;
vec4 Color;
vec4 Normal;
vec4 Tangent;
vec2 UV1;
vec2 UV2;
};
struct VS_Output
{
vec4 PosVS;
vec2 UV;
vec4 ProjBinormal;
vec4 ProjTangent;
vec4 PosP;
vec4 Color;
};
struct VS_ConstantBuffer
{
mat4 mCamera;
mat4 mCameraProj;
vec4 mUVInversed;
vec4 mflipbookParameter;
};
uniform VS_ConstantBuffer CBVS0;
layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec4 Input_Color;
layout(location = 2) in vec4 Input_Normal;
layout(location = 3) in vec4 Input_Tangent;
layout(location = 4) in vec2 Input_UV1;
layout(location = 5) in vec2 Input_UV2;
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)
{
VS_Output Output = VS_Output(vec4(0.0), vec2(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
vec4 worldNormal = vec4((Input.Normal.xyz - vec3(0.5)) * 2.0, 0.0);
vec4 worldTangent = vec4((Input.Tangent.xyz - vec3(0.5)) * 2.0, 0.0);
vec4 worldBinormal = vec4(cross(worldNormal.xyz, worldTangent.xyz), 0.0);
vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
Output.PosVS = worldPos * CBVS0.mCameraProj;
Output.Color = Input.Color;
vec2 uv1 = Input.UV1;
uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
Output.UV = uv1;
Output.ProjTangent = (worldPos + worldTangent) * CBVS0.mCameraProj;
Output.ProjBinormal = (worldPos + worldBinormal) * CBVS0.mCameraProj;
Output.PosP = Output.PosVS;
return Output;
}
void main()
{
VS_Input Input;
Input.Pos = Input_Pos;
Input.Color = Input_Color;
Input.Normal = Input_Normal;
Input.Tangent = Input_Tangent;
Input.UV1 = Input_UV1;
Input.UV2 = Input_UV2;
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_sprite_distortion_vs (EffekseerRendererGL::OpenGLDeviceType deviceType)
{
#if !defined(__EMSCRIPTEN__)
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGL3)
return sprite_distortion_vs_gl3;
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGL2)
return sprite_distortion_vs_gl2;
#endif
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGLES3)
return sprite_distortion_vs_gles3;
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGLES2)
return sprite_distortion_vs_gles2;
return nullptr;
}