Shader code cleanup

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2017-01-27 23:19:04 -04:00
parent e360346c21
commit 470098b7e6
7 changed files with 91 additions and 80 deletions
+33 -20
View File
@@ -42,15 +42,14 @@ GLSL.SYNTAX = [[
#endif
#define number float
#define Image sampler2D
#define extern uniform
#pragma optionNV(strict on)]]
#define extern uniform]]
-- Uniforms shared by the vertex and pixel shader stages.
GLSL.UNIFORMS = [[
// According to the GLSL ES 1.0 spec, uniform precision must match between stages,
// but we can't guarantee that highp is always supported in fragment shaders...
// We *really* don't want to use mediump for these in vertex shaders though.
#if defined(VERTEX) || defined(GL_FRAGMENT_PRECISION_HIGH)
#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)
#define LOVE_UNIFORM_PRECISION highp
#else
#define LOVE_UNIFORM_PRECISION mediump
@@ -137,6 +136,8 @@ GLSL.VERTEX = {
HEADER = [[
#define LOVE_PRECISE_GAMMA
#define love_Position gl_Position
#if __VERSION__ >= 130
#define attribute in
#define varying out
@@ -148,26 +149,31 @@ GLSL.VERTEX = {
#ifdef GL_ES
uniform mediump float love_PointSize;
#endif
#endif]],
FUNCTIONS = [[
void updatePointSize() {
#ifdef GL_ES
gl_PointSize = love_PointSize;
#endif
}]],
MAIN = [[
attribute vec4 VertexPosition;
attribute vec4 VertexTexCoord;
attribute vec4 VertexColor;
attribute vec4 ConstantColor;
varying vec4 VaryingTexCoord;
varying vec4 VaryingColor;]],
varying vec4 VaryingColor;
FUNCTIONS = "",
vec4 position(mat4 transform_proj, vec4 vertpos);
FOOTER = [[
void main() {
VaryingTexCoord = VertexTexCoord;
VaryingColor = gammaCorrectColor(VertexColor) * ConstantColor;
#ifdef GL_ES
gl_PointSize = love_PointSize;
#endif
gl_Position = position(TransformProjectionMatrix, VertexPosition);
updatePointSize();
love_Position = position(TransformProjectionMatrix, VertexPosition);
}]],
}
@@ -195,10 +201,7 @@ GLSL.PIXEL = {
#endif
// See Shader::checkSetScreenParams in Shader.cpp.
#define love_PixelCoord (vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w))
varying mediump vec4 VaryingTexCoord;
varying mediump vec4 VaryingColor;]],
#define love_PixelCoord (vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w))]],
FUNCTIONS = [[
uniform sampler2D love_VideoYChannel;
@@ -221,14 +224,24 @@ vec4 VideoTexel(vec2 texcoords) {
return gammaCorrectColor(color);
}]],
FOOTER = [[
MAIN = [[
uniform sampler2D MainTex;
varying mediump vec4 VaryingTexCoord;
varying mediump vec4 VaryingColor;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord);
void main() {
love_PixelColor = effect(VaryingColor, MainTex, VaryingTexCoord.st, love_PixelCoord);
}]],
FOOTER_MULTI_CANVAS = [[
MAIN_MULTI_CANVAS = [[
uniform sampler2D MainTex;
varying mediump vec4 VaryingTexCoord;
varying mediump vec4 VaryingColor;
void effects(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord);
void main() {
effects(VaryingColor, MainTex, VaryingTexCoord.st, love_PixelCoord);
}]],
@@ -252,9 +265,9 @@ local function createShaderStageCode(stage, code, lang, gles, glsl1on3, gammacor
GLSL.UNIFORMS,
GLSL.FUNCTIONS,
GLSL[stage].FUNCTIONS,
multicanvas and GLSL[stage].MAIN_MULTI_CANVAS or GLSL[stage].MAIN,
(lang == "glsl3" or gles) and "#line 1" or "#line 0",
code,
multicanvas and GLSL[stage].FOOTER_MULTI_CANVAS or GLSL[stage].FOOTER,
}
return table_concat(lines, "\n")
end
@@ -368,11 +381,11 @@ vec4 position(mat4 transform_proj, vec4 vertpos) {
return transform_proj * vertpos;
}]],
pixel = [[
vec4 effect(mediump vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
return Texel(tex, texcoord) * vcolor;
}]],
videopixel = [[
vec4 effect(mediump vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
return VideoTexel(texcoord) * vcolor;
}]],
}