mirror of
https://github.com/love2d/love.git
synced 2026-08-16 00:02:12 +02:00
Split wrap_Graphics.lua into two files to work around VS2013's 16kB limit for raw string literals.
This commit is contained in:
@@ -45,6 +45,11 @@ static const char graphics_lua[] =
|
||||
#include "wrap_Graphics.lua"
|
||||
;
|
||||
|
||||
// This is in a separate file because VS2013 has a 16KB limit for raw strings..
|
||||
static const char graphics_shader_lua[] =
|
||||
#include "wrap_GraphicsShader.lua"
|
||||
;
|
||||
|
||||
namespace love
|
||||
{
|
||||
namespace graphics
|
||||
@@ -3075,6 +3080,11 @@ extern "C" int luaopen_love_graphics(lua_State *L)
|
||||
else
|
||||
lua_error(L);
|
||||
|
||||
if (luaL_loadbuffer(L, (const char *)graphics_shader_lua, sizeof(graphics_shader_lua), "wrap_GraphicsShader.lua") == 0)
|
||||
lua_call(L, 0, 0);
|
||||
else
|
||||
lua_error(L);
|
||||
|
||||
return n;
|
||||
}
|
||||
|
||||
|
||||
@@ -22,482 +22,6 @@ misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
--]]
|
||||
|
||||
local table_concat = table.concat
|
||||
local ipairs = ipairs
|
||||
|
||||
-- SHADERS
|
||||
|
||||
local GLSL = {}
|
||||
|
||||
GLSL.VERSION = { -- index using [target][gles]
|
||||
glsl1 = {[false]="#version 120", [true]="#version 100"},
|
||||
glsl3 = {[false]="#version 330 core", [true]="#version 300 es"},
|
||||
}
|
||||
|
||||
GLSL.SYNTAX = [[
|
||||
#if !defined(GL_ES) && __VERSION__ < 140
|
||||
#define lowp
|
||||
#define mediump
|
||||
#define highp
|
||||
#endif
|
||||
#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)
|
||||
#define LOVE_HIGHP_OR_MEDIUMP highp
|
||||
#else
|
||||
#define LOVE_HIGHP_OR_MEDIUMP mediump
|
||||
#endif
|
||||
#define number float
|
||||
#define Image sampler2D
|
||||
#define ArrayImage sampler2DArray
|
||||
#define CubeImage samplerCube
|
||||
#define VolumeImage sampler3D
|
||||
#if __VERSION__ >= 300 && !defined(LOVE_GLSL1_ON_GLSL3)
|
||||
#define DepthImage sampler2DShadow
|
||||
#define DepthArrayImage sampler2DArrayShadow
|
||||
#define DepthCubeImage samplerCubeShadow
|
||||
#endif
|
||||
#define extern uniform
|
||||
#ifdef GL_EXT_texture_array
|
||||
#extension GL_EXT_texture_array : enable
|
||||
#endif
|
||||
#ifdef GL_OES_texture_3D
|
||||
#extension GL_OES_texture_3D : enable
|
||||
#endif
|
||||
#ifdef GL_OES_standard_derivatives
|
||||
#extension GL_OES_standard_derivatives : enable
|
||||
#endif
|
||||
]]
|
||||
|
||||
-- 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.
|
||||
uniform LOVE_HIGHP_OR_MEDIUMP mat4 ViewSpaceFromLocal;
|
||||
uniform LOVE_HIGHP_OR_MEDIUMP mat4 ClipSpaceFromView;
|
||||
uniform LOVE_HIGHP_OR_MEDIUMP mat4 ClipSpaceFromLocal;
|
||||
uniform LOVE_HIGHP_OR_MEDIUMP mat3 ViewNormalFromLocal;
|
||||
uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_ScreenSize;
|
||||
|
||||
// Compatibility
|
||||
#define TransformMatrix ViewSpaceFromLocal
|
||||
#define ProjectionMatrix ClipSpaceFromView
|
||||
#define TransformProjectionMatrix ClipSpaceFromLocal
|
||||
#define NormalMatrix ViewNormalFromLocal
|
||||
]]
|
||||
|
||||
GLSL.FUNCTIONS = [[
|
||||
#ifdef GL_ES
|
||||
#if __VERSION__ >= 300 || defined(GL_EXT_texture_array)
|
||||
precision lowp sampler2DArray;
|
||||
#endif
|
||||
#if __VERSION__ >= 300 || defined(GL_OES_texture_3D)
|
||||
precision lowp sampler3D;
|
||||
#endif
|
||||
#if __VERSION__ >= 300
|
||||
precision lowp sampler2DShadow;
|
||||
precision lowp samplerCubeShadow;
|
||||
precision lowp sampler2DArrayShadow;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if __VERSION__ >= 130 && !defined(LOVE_GLSL1_ON_GLSL3)
|
||||
#define Texel texture
|
||||
#else
|
||||
#if __VERSION__ >= 130
|
||||
#define texture2D Texel
|
||||
#define texture3D Texel
|
||||
#define textureCube Texel
|
||||
#define texture2DArray Texel
|
||||
#define love_texture2D texture
|
||||
#define love_texture3D texture
|
||||
#define love_textureCube texture
|
||||
#define love_texture2DArray texture
|
||||
#else
|
||||
#define love_texture2D texture2D
|
||||
#define love_texture3D texture3D
|
||||
#define love_textureCube textureCube
|
||||
#define love_texture2DArray texture2DArray
|
||||
#endif
|
||||
vec4 Texel(sampler2D s, vec2 c) { return love_texture2D(s, c); }
|
||||
vec4 Texel(samplerCube s, vec3 c) { return love_textureCube(s, c); }
|
||||
#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
|
||||
vec4 Texel(sampler3D s, vec3 c) { return love_texture3D(s, c); }
|
||||
#endif
|
||||
#if __VERSION__ >= 130 || defined(GL_EXT_texture_array)
|
||||
vec4 Texel(sampler2DArray s, vec3 c) { return love_texture2DArray(s, c); }
|
||||
#endif
|
||||
#ifdef PIXEL
|
||||
vec4 Texel(sampler2D s, vec2 c, float b) { return love_texture2D(s, c, b); }
|
||||
vec4 Texel(samplerCube s, vec3 c, float b) { return love_textureCube(s, c, b); }
|
||||
#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
|
||||
vec4 Texel(sampler3D s, vec3 c, float b) { return love_texture3D(s, c, b); }
|
||||
#endif
|
||||
#if __VERSION__ >= 130 || defined(GL_EXT_texture_array)
|
||||
vec4 Texel(sampler2DArray s, vec3 c, float b) { return love_texture2DArray(s, c, b); }
|
||||
#endif
|
||||
#endif
|
||||
#define texture love_texture
|
||||
#endif
|
||||
|
||||
float gammaToLinearPrecise(float c) {
|
||||
return c <= 0.04045 ? c * 0.077399380804954 : pow((c + 0.055) * 0.9478672985782, 2.4);
|
||||
}
|
||||
vec3 gammaToLinearPrecise(vec3 c) {
|
||||
bvec3 leq = lessThanEqual(c, vec3(0.04045));
|
||||
c.r = leq.r ? c.r * 0.077399380804954 : pow((c.r + 0.055) * 0.9478672985782, 2.4);
|
||||
c.g = leq.g ? c.g * 0.077399380804954 : pow((c.g + 0.055) * 0.9478672985782, 2.4);
|
||||
c.b = leq.b ? c.b * 0.077399380804954 : pow((c.b + 0.055) * 0.9478672985782, 2.4);
|
||||
return c;
|
||||
}
|
||||
vec4 gammaToLinearPrecise(vec4 c) { return vec4(gammaToLinearPrecise(c.rgb), c.a); }
|
||||
float linearToGammaPrecise(float c) {
|
||||
return c < 0.0031308 ? c * 12.92 : 1.055 * pow(c, 1.0 / 2.4) - 0.055;
|
||||
}
|
||||
vec3 linearToGammaPrecise(vec3 c) {
|
||||
bvec3 lt = lessThanEqual(c, vec3(0.0031308));
|
||||
c.r = lt.r ? c.r * 12.92 : 1.055 * pow(c.r, 1.0 / 2.4) - 0.055;
|
||||
c.g = lt.g ? c.g * 12.92 : 1.055 * pow(c.g, 1.0 / 2.4) - 0.055;
|
||||
c.b = lt.b ? c.b * 12.92 : 1.055 * pow(c.b, 1.0 / 2.4) - 0.055;
|
||||
return c;
|
||||
}
|
||||
vec4 linearToGammaPrecise(vec4 c) { return vec4(linearToGammaPrecise(c.rgb), c.a); }
|
||||
|
||||
// http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
|
||||
|
||||
mediump float gammaToLinearFast(mediump float c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
|
||||
mediump vec3 gammaToLinearFast(mediump vec3 c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
|
||||
mediump vec4 gammaToLinearFast(mediump vec4 c) { return vec4(gammaToLinearFast(c.rgb), c.a); }
|
||||
|
||||
mediump float linearToGammaFast(mediump float c) { return max(1.055 * pow(max(c, 0.0), 0.41666666) - 0.055, 0.0); }
|
||||
mediump vec3 linearToGammaFast(mediump vec3 c) { return max(1.055 * pow(max(c, vec3(0.0)), vec3(0.41666666)) - 0.055, vec3(0.0)); }
|
||||
mediump vec4 linearToGammaFast(mediump vec4 c) { return vec4(linearToGammaFast(c.rgb), c.a); }
|
||||
|
||||
#define gammaToLinear gammaToLinearFast
|
||||
#define linearToGamma linearToGammaFast
|
||||
|
||||
#ifdef LOVE_GAMMA_CORRECT
|
||||
#define gammaCorrectColor gammaToLinear
|
||||
#define unGammaCorrectColor linearToGamma
|
||||
#define gammaCorrectColorPrecise gammaToLinearPrecise
|
||||
#define unGammaCorrectColorPrecise linearToGammaPrecise
|
||||
#define gammaCorrectColorFast gammaToLinearFast
|
||||
#define unGammaCorrectColorFast linearToGammaFast
|
||||
#else
|
||||
#define gammaCorrectColor
|
||||
#define unGammaCorrectColor
|
||||
#define gammaCorrectColorPrecise
|
||||
#define unGammaCorrectColorPrecise
|
||||
#define gammaCorrectColorFast
|
||||
#define unGammaCorrectColorFast
|
||||
#endif]]
|
||||
|
||||
GLSL.VERTEX = {
|
||||
HEADER = [[
|
||||
#define love_Position gl_Position
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define attribute in
|
||||
#define varying out
|
||||
#ifndef LOVE_GLSL1_ON_GLSL3
|
||||
#define love_VertexID gl_VertexID
|
||||
#define love_InstanceID gl_InstanceID
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
uniform mediump float love_PointSize;
|
||||
#endif]],
|
||||
|
||||
FUNCTIONS = [[
|
||||
void setPointSize() {
|
||||
#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;
|
||||
|
||||
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition);
|
||||
|
||||
void main() {
|
||||
VaryingTexCoord = VertexTexCoord;
|
||||
VaryingColor = gammaCorrectColor(VertexColor) * ConstantColor;
|
||||
setPointSize();
|
||||
love_Position = position(ClipSpaceFromLocal, VertexPosition);
|
||||
}]],
|
||||
}
|
||||
|
||||
GLSL.PIXEL = {
|
||||
HEADER = [[
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#define love_MaxCanvases gl_MaxDrawBuffers
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define varying in
|
||||
// Some drivers seem to make the pixel shader do more work when multiple
|
||||
// pixel shader outputs are defined, even when only one is actually used.
|
||||
// TODO: We should use reflection or something instead of this, to determine
|
||||
// how many outputs are actually used in the shader code.
|
||||
#ifdef LOVE_MULTI_CANVAS
|
||||
layout(location = 0) out vec4 love_Canvases[love_MaxCanvases];
|
||||
#define love_PixelColor love_Canvases[0]
|
||||
#else
|
||||
layout(location = 0) out vec4 love_PixelColor;
|
||||
#endif
|
||||
#else
|
||||
#ifdef LOVE_MULTI_CANVAS
|
||||
#define love_Canvases gl_FragData
|
||||
#endif
|
||||
#define love_PixelColor gl_FragColor
|
||||
#endif
|
||||
|
||||
// See Shader::updateScreenParams in Shader.cpp.
|
||||
#define love_PixelCoord (vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w))]],
|
||||
|
||||
FUNCTIONS = [[
|
||||
uniform sampler2D love_VideoYChannel;
|
||||
uniform sampler2D love_VideoCbChannel;
|
||||
uniform sampler2D love_VideoCrChannel;
|
||||
|
||||
vec4 VideoTexel(vec2 texcoords) {
|
||||
vec3 yuv;
|
||||
yuv[0] = Texel(love_VideoYChannel, texcoords).r;
|
||||
yuv[1] = Texel(love_VideoCbChannel, texcoords).r;
|
||||
yuv[2] = Texel(love_VideoCrChannel, texcoords).r;
|
||||
yuv += vec3(-0.0627451017, -0.501960814, -0.501960814);
|
||||
|
||||
vec4 color;
|
||||
color.r = dot(yuv, vec3(1.164, 0.000, 1.596));
|
||||
color.g = dot(yuv, vec3(1.164, -0.391, -0.813));
|
||||
color.b = dot(yuv, vec3(1.164, 2.018, 0.000));
|
||||
color.a = 1.0;
|
||||
|
||||
return gammaCorrectColor(color);
|
||||
}]],
|
||||
|
||||
MAIN = [[
|
||||
uniform sampler2D MainTex;
|
||||
varying LOVE_HIGHP_OR_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);
|
||||
}]],
|
||||
|
||||
MAIN_CUSTOM = [[
|
||||
varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
|
||||
varying mediump vec4 VaryingColor;
|
||||
|
||||
void effect();
|
||||
|
||||
void main() {
|
||||
effect();
|
||||
}]],
|
||||
}
|
||||
|
||||
local function getLanguageTarget(code)
|
||||
if not code then return nil end
|
||||
return (code:match("^%s*#pragma language (%w+)")) or "glsl1"
|
||||
end
|
||||
|
||||
local function createShaderStageCode(stage, code, lang, gles, glsl1on3, gammacorrect, custom, multicanvas)
|
||||
stage = stage:upper()
|
||||
local lines = {
|
||||
GLSL.VERSION[lang][gles],
|
||||
"#define " ..stage .. " " .. stage,
|
||||
glsl1on3 and "#define LOVE_GLSL1_ON_GLSL3 1" or "",
|
||||
gammacorrect and "#define LOVE_GAMMA_CORRECT 1" or "",
|
||||
multicanvas and "#define LOVE_MULTI_CANVAS 1" or "",
|
||||
GLSL.SYNTAX,
|
||||
GLSL[stage].HEADER,
|
||||
GLSL.UNIFORMS,
|
||||
GLSL.FUNCTIONS,
|
||||
GLSL[stage].FUNCTIONS,
|
||||
custom and GLSL[stage].MAIN_CUSTOM or GLSL[stage].MAIN,
|
||||
((lang == "glsl1" or glsl1on3) and not gles) and "#line 0" or "#line 1",
|
||||
code,
|
||||
}
|
||||
return table_concat(lines, "\n")
|
||||
end
|
||||
|
||||
local function isVertexCode(code)
|
||||
return code:match("vec4%s+position%s*%(") ~= nil
|
||||
end
|
||||
|
||||
local function isPixelCode(code)
|
||||
if code:match("vec4%s+effect%s*%(") then
|
||||
return true
|
||||
elseif code:match("void%s+effect%s*%(") then -- custom effect function
|
||||
local multicanvas = code:match("love_Canvases") ~= nil
|
||||
return true, true, multicanvas
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
function love.graphics._shaderCodeToGLSL(gles, arg1, arg2)
|
||||
local vertexcode, pixelcode
|
||||
local is_custompixel = false -- whether pixel code has "effects" function instead of "effect"
|
||||
local is_multicanvas = false
|
||||
|
||||
if arg1 then
|
||||
if isVertexCode(arg1) then
|
||||
vertexcode = arg1 -- first arg contains vertex shader code
|
||||
end
|
||||
|
||||
local ispixel, isCustomPixel, isMultiCanvas = isPixelCode(arg1)
|
||||
if ispixel then
|
||||
pixelcode = arg1 -- first arg contains pixel shader code
|
||||
is_custompixel = isCustomPixel
|
||||
is_multicanvas = isMultiCanvas
|
||||
end
|
||||
end
|
||||
|
||||
if arg2 then
|
||||
if isVertexCode(arg2) then
|
||||
vertexcode = arg2 -- second arg contains vertex shader code
|
||||
end
|
||||
|
||||
local ispixel, isCustomPixel, isMultiCanvas = isPixelCode(arg2)
|
||||
if ispixel then
|
||||
pixelcode = arg2 -- second arg contains pixel shader code
|
||||
is_custompixel = isCustomPixel
|
||||
is_multicanvas = isMultiCanvas
|
||||
end
|
||||
end
|
||||
|
||||
local supportsGLSL3 = love.graphics.getSupported().glsl3
|
||||
local gammacorrect = love.graphics.isGammaCorrect()
|
||||
|
||||
local targetlang = getLanguageTarget(pixelcode or vertexcode)
|
||||
if getLanguageTarget(vertexcode or pixelcode) ~= targetlang then
|
||||
error("vertex and pixel shader languages must match", 2)
|
||||
end
|
||||
|
||||
if targetlang == "glsl3" and not supportsGLSL3 then
|
||||
error("GLSL 3 shaders are not supported on this system!", 2)
|
||||
end
|
||||
|
||||
if targetlang ~= nil and not GLSL.VERSION[targetlang] then
|
||||
error("Invalid shader language: " .. targetlang, 2)
|
||||
end
|
||||
|
||||
local lang = targetlang or "glsl1"
|
||||
local glsl1on3 = false
|
||||
if lang == "glsl1" and supportsGLSL3 then
|
||||
lang = "glsl3"
|
||||
glsl1on3 = true
|
||||
end
|
||||
|
||||
if vertexcode then
|
||||
vertexcode = createShaderStageCode("VERTEX", vertexcode, lang, gles, glsl1on3, gammacorrect)
|
||||
end
|
||||
if pixelcode then
|
||||
pixelcode = createShaderStageCode("PIXEL", pixelcode, lang, gles, glsl1on3, gammacorrect, is_custompixel, is_multicanvas)
|
||||
end
|
||||
|
||||
return vertexcode, pixelcode
|
||||
end
|
||||
|
||||
function love.graphics._transformGLSLErrorMessages(message)
|
||||
local compiling = true
|
||||
local shadertype = message:match("Cannot compile (%a+) shader code")
|
||||
if not shadertype then
|
||||
compiling = false
|
||||
shadertype = message:match("Error validating (%a+) shader")
|
||||
end
|
||||
if not shadertype then return message end
|
||||
local lines = {}
|
||||
if compiling then
|
||||
lines[#lines+1] = "Cannot compile "..shadertype.." shader code:"
|
||||
else
|
||||
lines[#lines+1] = "Error validating "..shadertype.." shader code:"
|
||||
end
|
||||
for l in message:gmatch("[^\n]+") do
|
||||
-- nvidia compiler message:
|
||||
-- 0(<linenumber>) : error/warning [NUMBER]: <error message>
|
||||
local linenumber, what, message = l:match("^0%((%d+)%)%s*:%s*(%w+)[^:]+:%s*(.+)$")
|
||||
if not linenumber then
|
||||
-- ati compiler message:
|
||||
-- ERROR 0:<linenumber>: error/warning(#[NUMBER]) [ERRORNAME]: <errormessage>
|
||||
linenumber, what, message = l:match("^%w+: 0:(%d+):%s*(%w+)%([^%)]+%)%s*(.+)$")
|
||||
end
|
||||
if not linenumber then
|
||||
-- OSX compiler message (?):
|
||||
-- ERROR: 0:<linenumber>: <errormessage>
|
||||
what, linenumber, message = l:match("^(%w+): %d+:(%d+): (.+)$")
|
||||
end
|
||||
if not linenumber and l:match("^ERROR:") then
|
||||
what = l
|
||||
end
|
||||
if linenumber and what and message then
|
||||
lines[#lines+1] = ("Line %d: %s: %s"):format(linenumber, what, message)
|
||||
elseif what then
|
||||
lines[#lines+1] = what
|
||||
end
|
||||
end
|
||||
-- did not match any known error messages
|
||||
if #lines == 1 then return message end
|
||||
return table_concat(lines, "\n")
|
||||
end
|
||||
|
||||
local defaultcode = {
|
||||
vertex = [[
|
||||
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition) {
|
||||
return clipSpaceFromLocal * localPosition;
|
||||
}]],
|
||||
pixel = [[
|
||||
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
|
||||
return Texel(tex, texcoord) * vcolor;
|
||||
}]],
|
||||
videopixel = [[
|
||||
void effect() {
|
||||
love_PixelColor = VideoTexel(VaryingTexCoord.xy) * VaryingColor;
|
||||
}]],
|
||||
arraypixel = [[
|
||||
uniform ArrayImage MainTex;
|
||||
void effect() {
|
||||
love_PixelColor = Texel(MainTex, VaryingTexCoord.xyz) * VaryingColor;
|
||||
}]],
|
||||
}
|
||||
|
||||
local defaults = {}
|
||||
local defaults_gammacorrect = {}
|
||||
|
||||
local langs = {
|
||||
glsl1 = {target="glsl1", gles=false},
|
||||
essl1 = {target="glsl1", gles=true},
|
||||
glsl3 = {target="glsl3", gles=false},
|
||||
essl3 = {target="glsl3", gles=true},
|
||||
}
|
||||
|
||||
for lang, info in pairs(langs) do
|
||||
for _, gammacorrect in ipairs{false, true} do
|
||||
local t = gammacorrect and defaults_gammacorrect or defaults
|
||||
t[lang] = {
|
||||
vertex = createShaderStageCode("VERTEX", defaultcode.vertex, info.target, info.gles, false, gammacorrect),
|
||||
pixel = createShaderStageCode("PIXEL", defaultcode.pixel, info.target, info.gles, false, gammacorrect, false),
|
||||
videopixel = createShaderStageCode("PIXEL", defaultcode.videopixel, info.target, info.gles, false, gammacorrect, true),
|
||||
arraypixel = createShaderStageCode("PIXEL", defaultcode.arraypixel, info.target, info.gles, false, gammacorrect, true),
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
love.graphics._setDefaultShaderCode(defaults, defaults_gammacorrect)
|
||||
|
||||
|
||||
function love.graphics.newVideo(file, settings)
|
||||
settings = settings == nil and {} or settings
|
||||
if type(settings) ~= "table" then error("bad argument #2 to newVideo (expected table)", 2) end
|
||||
|
||||
@@ -0,0 +1,490 @@
|
||||
R"luastring"--(
|
||||
-- DO NOT REMOVE THE ABOVE LINE. It is used to load this file as a C++ string.
|
||||
-- There is a matching delimiter at the bottom of the file.
|
||||
|
||||
--[[
|
||||
Copyright (c) 2006-2018 LOVE Development Team
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
--]]
|
||||
|
||||
local table_concat = table.concat
|
||||
local ipairs = ipairs
|
||||
|
||||
local GLSL = {}
|
||||
|
||||
GLSL.VERSION = { -- index using [target][gles]
|
||||
glsl1 = {[false]="#version 120", [true]="#version 100"},
|
||||
glsl3 = {[false]="#version 330 core", [true]="#version 300 es"},
|
||||
}
|
||||
|
||||
GLSL.SYNTAX = [[
|
||||
#if !defined(GL_ES) && __VERSION__ < 140
|
||||
#define lowp
|
||||
#define mediump
|
||||
#define highp
|
||||
#endif
|
||||
#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)
|
||||
#define LOVE_HIGHP_OR_MEDIUMP highp
|
||||
#else
|
||||
#define LOVE_HIGHP_OR_MEDIUMP mediump
|
||||
#endif
|
||||
#define number float
|
||||
#define Image sampler2D
|
||||
#define ArrayImage sampler2DArray
|
||||
#define CubeImage samplerCube
|
||||
#define VolumeImage sampler3D
|
||||
#if __VERSION__ >= 300 && !defined(LOVE_GLSL1_ON_GLSL3)
|
||||
#define DepthImage sampler2DShadow
|
||||
#define DepthArrayImage sampler2DArrayShadow
|
||||
#define DepthCubeImage samplerCubeShadow
|
||||
#endif
|
||||
#define extern uniform
|
||||
#ifdef GL_EXT_texture_array
|
||||
#extension GL_EXT_texture_array : enable
|
||||
#endif
|
||||
#ifdef GL_OES_texture_3D
|
||||
#extension GL_OES_texture_3D : enable
|
||||
#endif
|
||||
#ifdef GL_OES_standard_derivatives
|
||||
#extension GL_OES_standard_derivatives : enable
|
||||
#endif
|
||||
]]
|
||||
|
||||
-- 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.
|
||||
uniform LOVE_HIGHP_OR_MEDIUMP mat4 ViewSpaceFromLocal;
|
||||
uniform LOVE_HIGHP_OR_MEDIUMP mat4 ClipSpaceFromView;
|
||||
uniform LOVE_HIGHP_OR_MEDIUMP mat4 ClipSpaceFromLocal;
|
||||
uniform LOVE_HIGHP_OR_MEDIUMP mat3 ViewNormalFromLocal;
|
||||
uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_ScreenSize;
|
||||
|
||||
// Compatibility
|
||||
#define TransformMatrix ViewSpaceFromLocal
|
||||
#define ProjectionMatrix ClipSpaceFromView
|
||||
#define TransformProjectionMatrix ClipSpaceFromLocal
|
||||
#define NormalMatrix ViewNormalFromLocal
|
||||
]]
|
||||
|
||||
GLSL.FUNCTIONS = [[
|
||||
#ifdef GL_ES
|
||||
#if __VERSION__ >= 300 || defined(GL_EXT_texture_array)
|
||||
precision lowp sampler2DArray;
|
||||
#endif
|
||||
#if __VERSION__ >= 300 || defined(GL_OES_texture_3D)
|
||||
precision lowp sampler3D;
|
||||
#endif
|
||||
#if __VERSION__ >= 300
|
||||
precision lowp sampler2DShadow;
|
||||
precision lowp samplerCubeShadow;
|
||||
precision lowp sampler2DArrayShadow;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if __VERSION__ >= 130 && !defined(LOVE_GLSL1_ON_GLSL3)
|
||||
#define Texel texture
|
||||
#else
|
||||
#if __VERSION__ >= 130
|
||||
#define texture2D Texel
|
||||
#define texture3D Texel
|
||||
#define textureCube Texel
|
||||
#define texture2DArray Texel
|
||||
#define love_texture2D texture
|
||||
#define love_texture3D texture
|
||||
#define love_textureCube texture
|
||||
#define love_texture2DArray texture
|
||||
#else
|
||||
#define love_texture2D texture2D
|
||||
#define love_texture3D texture3D
|
||||
#define love_textureCube textureCube
|
||||
#define love_texture2DArray texture2DArray
|
||||
#endif
|
||||
vec4 Texel(sampler2D s, vec2 c) { return love_texture2D(s, c); }
|
||||
vec4 Texel(samplerCube s, vec3 c) { return love_textureCube(s, c); }
|
||||
#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
|
||||
vec4 Texel(sampler3D s, vec3 c) { return love_texture3D(s, c); }
|
||||
#endif
|
||||
#if __VERSION__ >= 130 || defined(GL_EXT_texture_array)
|
||||
vec4 Texel(sampler2DArray s, vec3 c) { return love_texture2DArray(s, c); }
|
||||
#endif
|
||||
#ifdef PIXEL
|
||||
vec4 Texel(sampler2D s, vec2 c, float b) { return love_texture2D(s, c, b); }
|
||||
vec4 Texel(samplerCube s, vec3 c, float b) { return love_textureCube(s, c, b); }
|
||||
#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
|
||||
vec4 Texel(sampler3D s, vec3 c, float b) { return love_texture3D(s, c, b); }
|
||||
#endif
|
||||
#if __VERSION__ >= 130 || defined(GL_EXT_texture_array)
|
||||
vec4 Texel(sampler2DArray s, vec3 c, float b) { return love_texture2DArray(s, c, b); }
|
||||
#endif
|
||||
#endif
|
||||
#define texture love_texture
|
||||
#endif
|
||||
|
||||
float gammaToLinearPrecise(float c) {
|
||||
return c <= 0.04045 ? c * 0.077399380804954 : pow((c + 0.055) * 0.9478672985782, 2.4);
|
||||
}
|
||||
vec3 gammaToLinearPrecise(vec3 c) {
|
||||
bvec3 leq = lessThanEqual(c, vec3(0.04045));
|
||||
c.r = leq.r ? c.r * 0.077399380804954 : pow((c.r + 0.055) * 0.9478672985782, 2.4);
|
||||
c.g = leq.g ? c.g * 0.077399380804954 : pow((c.g + 0.055) * 0.9478672985782, 2.4);
|
||||
c.b = leq.b ? c.b * 0.077399380804954 : pow((c.b + 0.055) * 0.9478672985782, 2.4);
|
||||
return c;
|
||||
}
|
||||
vec4 gammaToLinearPrecise(vec4 c) { return vec4(gammaToLinearPrecise(c.rgb), c.a); }
|
||||
float linearToGammaPrecise(float c) {
|
||||
return c < 0.0031308 ? c * 12.92 : 1.055 * pow(c, 1.0 / 2.4) - 0.055;
|
||||
}
|
||||
vec3 linearToGammaPrecise(vec3 c) {
|
||||
bvec3 lt = lessThanEqual(c, vec3(0.0031308));
|
||||
c.r = lt.r ? c.r * 12.92 : 1.055 * pow(c.r, 1.0 / 2.4) - 0.055;
|
||||
c.g = lt.g ? c.g * 12.92 : 1.055 * pow(c.g, 1.0 / 2.4) - 0.055;
|
||||
c.b = lt.b ? c.b * 12.92 : 1.055 * pow(c.b, 1.0 / 2.4) - 0.055;
|
||||
return c;
|
||||
}
|
||||
vec4 linearToGammaPrecise(vec4 c) { return vec4(linearToGammaPrecise(c.rgb), c.a); }
|
||||
|
||||
// http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
|
||||
|
||||
mediump float gammaToLinearFast(mediump float c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
|
||||
mediump vec3 gammaToLinearFast(mediump vec3 c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
|
||||
mediump vec4 gammaToLinearFast(mediump vec4 c) { return vec4(gammaToLinearFast(c.rgb), c.a); }
|
||||
|
||||
mediump float linearToGammaFast(mediump float c) { return max(1.055 * pow(max(c, 0.0), 0.41666666) - 0.055, 0.0); }
|
||||
mediump vec3 linearToGammaFast(mediump vec3 c) { return max(1.055 * pow(max(c, vec3(0.0)), vec3(0.41666666)) - 0.055, vec3(0.0)); }
|
||||
mediump vec4 linearToGammaFast(mediump vec4 c) { return vec4(linearToGammaFast(c.rgb), c.a); }
|
||||
|
||||
#define gammaToLinear gammaToLinearFast
|
||||
#define linearToGamma linearToGammaFast
|
||||
|
||||
#ifdef LOVE_GAMMA_CORRECT
|
||||
#define gammaCorrectColor gammaToLinear
|
||||
#define unGammaCorrectColor linearToGamma
|
||||
#define gammaCorrectColorPrecise gammaToLinearPrecise
|
||||
#define unGammaCorrectColorPrecise linearToGammaPrecise
|
||||
#define gammaCorrectColorFast gammaToLinearFast
|
||||
#define unGammaCorrectColorFast linearToGammaFast
|
||||
#else
|
||||
#define gammaCorrectColor
|
||||
#define unGammaCorrectColor
|
||||
#define gammaCorrectColorPrecise
|
||||
#define unGammaCorrectColorPrecise
|
||||
#define gammaCorrectColorFast
|
||||
#define unGammaCorrectColorFast
|
||||
#endif]]
|
||||
|
||||
GLSL.VERTEX = {
|
||||
HEADER = [[
|
||||
#define love_Position gl_Position
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define attribute in
|
||||
#define varying out
|
||||
#ifndef LOVE_GLSL1_ON_GLSL3
|
||||
#define love_VertexID gl_VertexID
|
||||
#define love_InstanceID gl_InstanceID
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
uniform mediump float love_PointSize;
|
||||
#endif]],
|
||||
|
||||
FUNCTIONS = [[
|
||||
void setPointSize() {
|
||||
#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;
|
||||
|
||||
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition);
|
||||
|
||||
void main() {
|
||||
VaryingTexCoord = VertexTexCoord;
|
||||
VaryingColor = gammaCorrectColor(VertexColor) * ConstantColor;
|
||||
setPointSize();
|
||||
love_Position = position(ClipSpaceFromLocal, VertexPosition);
|
||||
}]],
|
||||
}
|
||||
|
||||
GLSL.PIXEL = {
|
||||
HEADER = [[
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#define love_MaxCanvases gl_MaxDrawBuffers
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define varying in
|
||||
// Some drivers seem to make the pixel shader do more work when multiple
|
||||
// pixel shader outputs are defined, even when only one is actually used.
|
||||
// TODO: We should use reflection or something instead of this, to determine
|
||||
// how many outputs are actually used in the shader code.
|
||||
#ifdef LOVE_MULTI_CANVAS
|
||||
layout(location = 0) out vec4 love_Canvases[love_MaxCanvases];
|
||||
#define love_PixelColor love_Canvases[0]
|
||||
#else
|
||||
layout(location = 0) out vec4 love_PixelColor;
|
||||
#endif
|
||||
#else
|
||||
#ifdef LOVE_MULTI_CANVAS
|
||||
#define love_Canvases gl_FragData
|
||||
#endif
|
||||
#define love_PixelColor gl_FragColor
|
||||
#endif
|
||||
|
||||
// See Shader::updateScreenParams in Shader.cpp.
|
||||
#define love_PixelCoord (vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w))]],
|
||||
|
||||
FUNCTIONS = [[
|
||||
uniform sampler2D love_VideoYChannel;
|
||||
uniform sampler2D love_VideoCbChannel;
|
||||
uniform sampler2D love_VideoCrChannel;
|
||||
|
||||
vec4 VideoTexel(vec2 texcoords) {
|
||||
vec3 yuv;
|
||||
yuv[0] = Texel(love_VideoYChannel, texcoords).r;
|
||||
yuv[1] = Texel(love_VideoCbChannel, texcoords).r;
|
||||
yuv[2] = Texel(love_VideoCrChannel, texcoords).r;
|
||||
yuv += vec3(-0.0627451017, -0.501960814, -0.501960814);
|
||||
|
||||
vec4 color;
|
||||
color.r = dot(yuv, vec3(1.164, 0.000, 1.596));
|
||||
color.g = dot(yuv, vec3(1.164, -0.391, -0.813));
|
||||
color.b = dot(yuv, vec3(1.164, 2.018, 0.000));
|
||||
color.a = 1.0;
|
||||
|
||||
return gammaCorrectColor(color);
|
||||
}]],
|
||||
|
||||
MAIN = [[
|
||||
uniform sampler2D MainTex;
|
||||
varying LOVE_HIGHP_OR_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);
|
||||
}]],
|
||||
|
||||
MAIN_CUSTOM = [[
|
||||
varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
|
||||
varying mediump vec4 VaryingColor;
|
||||
|
||||
void effect();
|
||||
|
||||
void main() {
|
||||
effect();
|
||||
}]],
|
||||
}
|
||||
|
||||
local function getLanguageTarget(code)
|
||||
if not code then return nil end
|
||||
return (code:match("^%s*#pragma language (%w+)")) or "glsl1"
|
||||
end
|
||||
|
||||
local function createShaderStageCode(stage, code, lang, gles, glsl1on3, gammacorrect, custom, multicanvas)
|
||||
stage = stage:upper()
|
||||
local lines = {
|
||||
GLSL.VERSION[lang][gles],
|
||||
"#define " ..stage .. " " .. stage,
|
||||
glsl1on3 and "#define LOVE_GLSL1_ON_GLSL3 1" or "",
|
||||
gammacorrect and "#define LOVE_GAMMA_CORRECT 1" or "",
|
||||
multicanvas and "#define LOVE_MULTI_CANVAS 1" or "",
|
||||
GLSL.SYNTAX,
|
||||
GLSL[stage].HEADER,
|
||||
GLSL.UNIFORMS,
|
||||
GLSL.FUNCTIONS,
|
||||
GLSL[stage].FUNCTIONS,
|
||||
custom and GLSL[stage].MAIN_CUSTOM or GLSL[stage].MAIN,
|
||||
((lang == "glsl1" or glsl1on3) and not gles) and "#line 0" or "#line 1",
|
||||
code,
|
||||
}
|
||||
return table_concat(lines, "\n")
|
||||
end
|
||||
|
||||
local function isVertexCode(code)
|
||||
return code:match("vec4%s+position%s*%(") ~= nil
|
||||
end
|
||||
|
||||
local function isPixelCode(code)
|
||||
if code:match("vec4%s+effect%s*%(") then
|
||||
return true
|
||||
elseif code:match("void%s+effect%s*%(") then -- custom effect function
|
||||
local multicanvas = code:match("love_Canvases") ~= nil
|
||||
return true, true, multicanvas
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
function love.graphics._shaderCodeToGLSL(gles, arg1, arg2)
|
||||
local vertexcode, pixelcode
|
||||
local is_custompixel = false -- whether pixel code has "effects" function instead of "effect"
|
||||
local is_multicanvas = false
|
||||
|
||||
if arg1 then
|
||||
if isVertexCode(arg1) then
|
||||
vertexcode = arg1 -- first arg contains vertex shader code
|
||||
end
|
||||
|
||||
local ispixel, isCustomPixel, isMultiCanvas = isPixelCode(arg1)
|
||||
if ispixel then
|
||||
pixelcode = arg1 -- first arg contains pixel shader code
|
||||
is_custompixel, is_multicanvas = isCustomPixel, isMultiCanvas
|
||||
end
|
||||
end
|
||||
|
||||
if arg2 then
|
||||
if isVertexCode(arg2) then
|
||||
vertexcode = arg2 -- second arg contains vertex shader code
|
||||
end
|
||||
|
||||
local ispixel, isCustomPixel, isMultiCanvas = isPixelCode(arg2)
|
||||
if ispixel then
|
||||
pixelcode = arg2 -- second arg contains pixel shader code
|
||||
is_custompixel, is_multicanvas = isCustomPixel, isMultiCanvas
|
||||
end
|
||||
end
|
||||
|
||||
local supportsGLSL3 = love.graphics.getSupported().glsl3
|
||||
local gammacorrect = love.graphics.isGammaCorrect()
|
||||
|
||||
local targetlang = getLanguageTarget(pixelcode or vertexcode)
|
||||
if getLanguageTarget(vertexcode or pixelcode) ~= targetlang then
|
||||
error("vertex and pixel shader languages must match", 2)
|
||||
end
|
||||
|
||||
if targetlang == "glsl3" and not supportsGLSL3 then
|
||||
error("GLSL 3 shaders are not supported on this system!", 2)
|
||||
end
|
||||
|
||||
if targetlang ~= nil and not GLSL.VERSION[targetlang] then
|
||||
error("Invalid shader language: " .. targetlang, 2)
|
||||
end
|
||||
|
||||
local lang = targetlang or "glsl1"
|
||||
local glsl1on3 = false
|
||||
if lang == "glsl1" and supportsGLSL3 then
|
||||
lang = "glsl3"
|
||||
glsl1on3 = true
|
||||
end
|
||||
|
||||
if vertexcode then
|
||||
vertexcode = createShaderStageCode("VERTEX", vertexcode, lang, gles, glsl1on3, gammacorrect)
|
||||
end
|
||||
if pixelcode then
|
||||
pixelcode = createShaderStageCode("PIXEL", pixelcode, lang, gles, glsl1on3, gammacorrect, is_custompixel, is_multicanvas)
|
||||
end
|
||||
|
||||
return vertexcode, pixelcode
|
||||
end
|
||||
|
||||
function love.graphics._transformGLSLErrorMessages(message)
|
||||
local shadertype = message:match("Cannot compile (%a+) shader code")
|
||||
local compiling = shadertype ~= nil
|
||||
if not shadertype then
|
||||
shadertype = message:match("Error validating (%a+) shader")
|
||||
end
|
||||
if not shadertype then return message end
|
||||
local lines = {}
|
||||
local prefix = compiling and "Cannot compile " or "Error validating "
|
||||
lines[#lines+1] = prefix..shadertype.." shader code:"
|
||||
for l in message:gmatch("[^\n]+") do
|
||||
-- nvidia: 0(<linenumber>) : error/warning [NUMBER]: <error message>
|
||||
local linenumber, what, message = l:match("^0%((%d+)%)%s*:%s*(%w+)[^:]+:%s*(.+)$")
|
||||
if not linenumber then
|
||||
-- AMD: ERROR 0:<linenumber>: error/warning(#[NUMBER]) [ERRORNAME]: <errormessage>
|
||||
linenumber, what, message = l:match("^%w+: 0:(%d+):%s*(%w+)%([^%)]+%)%s*(.+)$")
|
||||
end
|
||||
if not linenumber then
|
||||
-- macOS (?): ERROR: 0:<linenumber>: <errormessage>
|
||||
what, linenumber, message = l:match("^(%w+): %d+:(%d+): (.+)$")
|
||||
end
|
||||
if not linenumber and l:match("^ERROR:") then
|
||||
what = l
|
||||
end
|
||||
if linenumber and what and message then
|
||||
lines[#lines+1] = ("Line %d: %s: %s"):format(linenumber, what, message)
|
||||
elseif what then
|
||||
lines[#lines+1] = what
|
||||
end
|
||||
end
|
||||
-- did not match any known error messages
|
||||
if #lines == 1 then return message end
|
||||
return table_concat(lines, "\n")
|
||||
end
|
||||
|
||||
local defaultcode = {
|
||||
vertex = [[
|
||||
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition) {
|
||||
return clipSpaceFromLocal * localPosition;
|
||||
}]],
|
||||
pixel = [[
|
||||
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
|
||||
return Texel(tex, texcoord) * vcolor;
|
||||
}]],
|
||||
videopixel = [[
|
||||
void effect() {
|
||||
love_PixelColor = VideoTexel(VaryingTexCoord.xy) * VaryingColor;
|
||||
}]],
|
||||
arraypixel = [[
|
||||
uniform ArrayImage MainTex;
|
||||
void effect() {
|
||||
love_PixelColor = Texel(MainTex, VaryingTexCoord.xyz) * VaryingColor;
|
||||
}]],
|
||||
}
|
||||
|
||||
local defaults = {}
|
||||
local defaults_gammacorrect = {}
|
||||
|
||||
local langs = {
|
||||
glsl1 = {target="glsl1", gles=false},
|
||||
essl1 = {target="glsl1", gles=true},
|
||||
glsl3 = {target="glsl3", gles=false},
|
||||
essl3 = {target="glsl3", gles=true},
|
||||
}
|
||||
|
||||
for lang, info in pairs(langs) do
|
||||
for _, gammacorrect in ipairs{false, true} do
|
||||
local t = gammacorrect and defaults_gammacorrect or defaults
|
||||
t[lang] = {
|
||||
vertex = createShaderStageCode("VERTEX", defaultcode.vertex, info.target, info.gles, false, gammacorrect),
|
||||
pixel = createShaderStageCode("PIXEL", defaultcode.pixel, info.target, info.gles, false, gammacorrect, false),
|
||||
videopixel = createShaderStageCode("PIXEL", defaultcode.videopixel, info.target, info.gles, false, gammacorrect, true),
|
||||
arraypixel = createShaderStageCode("PIXEL", defaultcode.arraypixel, info.target, info.gles, false, gammacorrect, true),
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
love.graphics._setDefaultShaderCode(defaults, defaults_gammacorrect)
|
||||
|
||||
-- DO NOT REMOVE THE NEXT LINE. It is used to load this file as a C++ string.
|
||||
--)luastring"--"
|
||||
Reference in New Issue
Block a user