mirror of
https://github.com/love2d/love.git
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837 lines
24 KiB
C++
837 lines
24 KiB
C++
/**
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* Copyright (c) 2006-2021 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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// LOVE
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#include "Shader.h"
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#include "Graphics.h"
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#include "math/MathModule.h"
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// glslang
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#include "libraries/glslang/glslang/Public/ShaderLang.h"
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// Needed for reflection information.
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#include "libraries/glslang/glslang/Include/Types.h"
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#include "libraries/glslang/glslang/MachineIndependent/localintermediate.h"
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// C++
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#include <string>
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#include <regex>
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#include <sstream>
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namespace love
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{
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namespace graphics
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{
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namespace glsl
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{
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static const char global_syntax[] = R"(
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#if !defined(GL_ES) && __VERSION__ < 140
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#define lowp
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#define mediump
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#define highp
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#endif
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#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)
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#define LOVE_HIGHP_OR_MEDIUMP highp
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#else
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#define LOVE_HIGHP_OR_MEDIUMP mediump
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#endif
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#define number float
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#define Image sampler2D
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#define ArrayImage sampler2DArray
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#define CubeImage samplerCube
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#define VolumeImage sampler3D
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#if __VERSION__ >= 300 && !defined(LOVE_GLSL1_ON_GLSL3)
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#define DepthImage sampler2DShadow
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#define DepthArrayImage sampler2DArrayShadow
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#define DepthCubeImage samplerCubeShadow
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#endif
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#define extern uniform
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#if defined(GL_EXT_texture_array) && (!defined(GL_ES) || __VERSION__ > 100 || defined(GL_OES_gpu_shader5))
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// Only used when !GLSLES1 to work around Ouya driver bug. But we still want it
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// enabled for glslang validation when glsl 1-on-3 is used, so also enable it if
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// OES_gpu_shader5 exists.
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#define LOVE_EXT_TEXTURE_ARRAY_ENABLED
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#extension GL_EXT_texture_array : enable
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#endif
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#ifdef GL_OES_texture_3D
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#extension GL_OES_texture_3D : enable
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#endif
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#ifdef GL_OES_standard_derivatives
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#extension GL_OES_standard_derivatives : enable
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#endif
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)";
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static const char global_uniforms[] = R"(
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// According to the GLSL ES 1.0 spec, uniform precision must match between stages,
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// but we can't guarantee that highp is always supported in fragment shaders...
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// We *really* don't want to use mediump for these in vertex shaders though.
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uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[13];
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// These are initialized in love_initializeBuiltinUniforms below. GLSL ES can't
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// do it as an initializer.
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LOVE_HIGHP_OR_MEDIUMP mat4 TransformMatrix;
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LOVE_HIGHP_OR_MEDIUMP mat4 ProjectionMatrix;
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LOVE_HIGHP_OR_MEDIUMP mat3 NormalMatrix;
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LOVE_HIGHP_OR_MEDIUMP vec4 love_ScreenSize;
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LOVE_HIGHP_OR_MEDIUMP vec4 ConstantColor;
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LOVE_HIGHP_OR_MEDIUMP float CurrentDPIScale;
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LOVE_HIGHP_OR_MEDIUMP float ConstantPointSize;
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#define TransformProjectionMatrix (ProjectionMatrix * TransformMatrix)
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// Alternate names
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#define ViewSpaceFromLocal TransformMatrix
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#define ClipSpaceFromView ProjectionMatrix
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#define ClipSpaceFromLocal TransformProjectionMatrix
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#define ViewNormalFromLocal NormalMatrix
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void love_initializeBuiltinUniforms() {
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TransformMatrix = mat4(
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love_UniformsPerDraw[0],
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love_UniformsPerDraw[1],
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love_UniformsPerDraw[2],
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love_UniformsPerDraw[3]
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);
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ProjectionMatrix = mat4(
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love_UniformsPerDraw[4],
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love_UniformsPerDraw[5],
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love_UniformsPerDraw[6],
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love_UniformsPerDraw[7]
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);
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NormalMatrix = mat3(
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love_UniformsPerDraw[8].xyz,
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love_UniformsPerDraw[9].xyz,
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love_UniformsPerDraw[10].xyz
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);
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CurrentDPIScale = love_UniformsPerDraw[8].w;
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ConstantPointSize = love_UniformsPerDraw[9].w;
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love_ScreenSize = love_UniformsPerDraw[11];
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ConstantColor = love_UniformsPerDraw[12];
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}
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)";
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static const char global_functions[] = R"(
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#ifdef GL_ES
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#if __VERSION__ >= 300 || defined(LOVE_EXT_TEXTURE_ARRAY_ENABLED)
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precision lowp sampler2DArray;
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#endif
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#if __VERSION__ >= 300 || defined(GL_OES_texture_3D)
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precision lowp sampler3D;
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#endif
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#if __VERSION__ >= 300
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precision lowp sampler2DShadow;
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precision lowp samplerCubeShadow;
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precision lowp sampler2DArrayShadow;
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#endif
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#endif
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#if __VERSION__ >= 130 && !defined(LOVE_GLSL1_ON_GLSL3)
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#define Texel texture
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#else
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#if __VERSION__ >= 130
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#define texture2D Texel
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#define texture3D Texel
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#define textureCube Texel
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#define texture2DArray Texel
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#define love_texture2D texture
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#define love_texture3D texture
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#define love_textureCube texture
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#define love_texture2DArray texture
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#else
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#define love_texture2D texture2D
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#define love_texture3D texture3D
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#define love_textureCube textureCube
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#define love_texture2DArray texture2DArray
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#endif
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vec4 Texel(sampler2D s, vec2 c) { return love_texture2D(s, c); }
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vec4 Texel(samplerCube s, vec3 c) { return love_textureCube(s, c); }
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#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
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vec4 Texel(sampler3D s, vec3 c) { return love_texture3D(s, c); }
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#endif
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#if __VERSION__ >= 130 || defined(LOVE_EXT_TEXTURE_ARRAY_ENABLED)
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vec4 Texel(sampler2DArray s, vec3 c) { return love_texture2DArray(s, c); }
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#endif
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#ifdef PIXEL
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vec4 Texel(sampler2D s, vec2 c, float b) { return love_texture2D(s, c, b); }
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vec4 Texel(samplerCube s, vec3 c, float b) { return love_textureCube(s, c, b); }
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#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
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vec4 Texel(sampler3D s, vec3 c, float b) { return love_texture3D(s, c, b); }
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#endif
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#if __VERSION__ >= 130 || defined(LOVE_EXT_TEXTURE_ARRAY_ENABLED)
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vec4 Texel(sampler2DArray s, vec3 c, float b) { return love_texture2DArray(s, c, b); }
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#endif
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#endif
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#define texture love_texture
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#endif
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float gammaToLinearPrecise(float c) {
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return c <= 0.04045 ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4);
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}
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vec3 gammaToLinearPrecise(vec3 c) {
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bvec3 leq = lessThanEqual(c, vec3(0.04045));
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c.r = leq.r ? c.r / 12.92 : pow((c.r + 0.055) / 1.055, 2.4);
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c.g = leq.g ? c.g / 12.92 : pow((c.g + 0.055) / 1.055, 2.4);
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c.b = leq.b ? c.b / 12.92 : pow((c.b + 0.055) / 1.055, 2.4);
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return c;
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}
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vec4 gammaToLinearPrecise(vec4 c) { return vec4(gammaToLinearPrecise(c.rgb), c.a); }
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float linearToGammaPrecise(float c) {
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return c < 0.0031308 ? c * 12.92 : 1.055 * pow(c, 1.0 / 2.4) - 0.055;
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}
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vec3 linearToGammaPrecise(vec3 c) {
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bvec3 lt = lessThanEqual(c, vec3(0.0031308));
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c.r = lt.r ? c.r * 12.92 : 1.055 * pow(c.r, 1.0 / 2.4) - 0.055;
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c.g = lt.g ? c.g * 12.92 : 1.055 * pow(c.g, 1.0 / 2.4) - 0.055;
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c.b = lt.b ? c.b * 12.92 : 1.055 * pow(c.b, 1.0 / 2.4) - 0.055;
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return c;
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}
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vec4 linearToGammaPrecise(vec4 c) { return vec4(linearToGammaPrecise(c.rgb), c.a); }
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// http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
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mediump float gammaToLinearFast(mediump float c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
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mediump vec3 gammaToLinearFast(mediump vec3 c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
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mediump vec4 gammaToLinearFast(mediump vec4 c) { return vec4(gammaToLinearFast(c.rgb), c.a); }
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mediump float linearToGammaFast(mediump float c) { return max(1.055 * pow(max(c, 0.0), 0.41666666) - 0.055, 0.0); }
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mediump vec3 linearToGammaFast(mediump vec3 c) { return max(1.055 * pow(max(c, vec3(0.0)), vec3(0.41666666)) - 0.055, vec3(0.0)); }
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mediump vec4 linearToGammaFast(mediump vec4 c) { return vec4(linearToGammaFast(c.rgb), c.a); }
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#define gammaToLinear gammaToLinearFast
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#define linearToGamma linearToGammaFast
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#ifdef LOVE_GAMMA_CORRECT
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#define gammaCorrectColor gammaToLinear
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#define unGammaCorrectColor linearToGamma
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#define gammaCorrectColorPrecise gammaToLinearPrecise
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#define unGammaCorrectColorPrecise linearToGammaPrecise
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#define gammaCorrectColorFast gammaToLinearFast
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#define unGammaCorrectColorFast linearToGammaFast
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#else
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#define gammaCorrectColor
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#define unGammaCorrectColor
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#define gammaCorrectColorPrecise
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#define unGammaCorrectColorPrecise
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#define gammaCorrectColorFast
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#define unGammaCorrectColorFast
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#endif
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)";
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static const char vertex_header[] = R"(
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#define love_Position gl_Position
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#define love_PointSize gl_PointSize
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#if __VERSION__ >= 130
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#define attribute in
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#define varying out
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#ifndef LOVE_GLSL1_ON_GLSL3
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#define love_VertexID gl_VertexID
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#define love_InstanceID gl_InstanceID
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#endif
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#endif
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)";
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static const char vertex_functions[] = R"()";
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static const char vertex_main[] = R"(
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attribute vec4 VertexPosition;
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attribute vec4 VertexTexCoord;
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attribute vec4 VertexColor;
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varying vec4 VaryingTexCoord;
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varying vec4 VaryingColor;
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vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition);
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void main() {
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love_initializeBuiltinUniforms();
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VaryingTexCoord = VertexTexCoord;
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VaryingColor = gammaCorrectColor(VertexColor) * ConstantColor;
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love_Position = position(ClipSpaceFromLocal, VertexPosition);
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}
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)";
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static const char vertex_main_raw[] = R"(
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void vertexmain();
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void main() {
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love_initializeBuiltinUniforms();
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vertexmain();
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}
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)";
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static const char pixel_header[] = R"(
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define love_MaxRenderTargets gl_MaxDrawBuffers
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#if __VERSION__ >= 130
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#define varying in
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#endif
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// Legacy
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#define love_MaxCanvases love_MaxRenderTargets
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// See Shader::updateScreenParams in Shader.cpp.
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#define love_PixelCoord (vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w))
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)";
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static const char pixel_functions[] = R"(
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uniform sampler2D love_VideoYChannel;
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uniform sampler2D love_VideoCbChannel;
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uniform sampler2D love_VideoCrChannel;
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vec4 VideoTexel(vec2 texcoords) {
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vec3 yuv;
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yuv[0] = Texel(love_VideoYChannel, texcoords).r;
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yuv[1] = Texel(love_VideoCbChannel, texcoords).r;
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yuv[2] = Texel(love_VideoCrChannel, texcoords).r;
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yuv += vec3(-0.0627451017, -0.501960814, -0.501960814);
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vec4 color;
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color.r = dot(yuv, vec3(1.164, 0.000, 1.596));
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color.g = dot(yuv, vec3(1.164, -0.391, -0.813));
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color.b = dot(yuv, vec3(1.164, 2.018, 0.000));
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color.a = 1.0;
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return gammaCorrectColor(color);
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}
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)";
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static const char pixel_main[] = R"(
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#if __VERSION__ >= 130
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layout(location = 0) out vec4 love_PixelColor;
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#else
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#define love_PixelColor gl_FragColor
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#endif
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uniform sampler2D MainTex;
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varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
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varying mediump vec4 VaryingColor;
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vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord);
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void main() {
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love_initializeBuiltinUniforms();
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love_PixelColor = effect(VaryingColor, MainTex, VaryingTexCoord.st, love_PixelCoord);
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}
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)";
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static const char pixel_main_custom[] = R"(
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#if __VERSION__ >= 130
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// Some drivers seem to make the pixel shader do more work when multiple
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// pixel shader outputs are defined, even when only one is actually used.
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// TODO: We should use reflection or something instead of this, to determine
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// how many outputs are actually used in the shader code.
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#ifdef LOVE_MULTI_RENDER_TARGETS
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layout(location = 0) out vec4 love_RenderTargets[love_MaxRenderTargets];
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#define love_PixelColor love_RenderTargets[0]
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#else
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layout(location = 0) out vec4 love_PixelColor;
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#endif
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#else
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#ifdef LOVE_MULTI_RENDER_TARGETS
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#define love_RenderTargets gl_FragData
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#endif
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#define love_PixelColor gl_FragColor
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#endif
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// Legacy
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#define love_Canvases love_RenderTargets
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#ifdef LOVE_MULTI_RENDER_TARGETS
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#define LOVE_MULTI_CANVASES 1
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#endif
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varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
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varying mediump vec4 VaryingColor;
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void effect();
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void main() {
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love_initializeBuiltinUniforms();
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effect();
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}
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)";
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static const char pixel_main_raw[] = R"(
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void pixelmain();
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void main() {
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love_initializeBuiltinUniforms();
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pixelmain();
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}
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)";
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struct StageInfo
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{
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const char *name;
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const char *header;
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const char *functions;
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const char *main;
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const char *main_custom;
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const char *main_raw;
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};
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static const StageInfo stageInfo[] =
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{
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{ "VERTEX", vertex_header, vertex_functions, vertex_main, vertex_main, vertex_main_raw },
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{ "PIXEL", pixel_header, pixel_functions, pixel_main, pixel_main_custom, pixel_main_raw },
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};
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static_assert((sizeof(stageInfo) / sizeof(StageInfo)) == ShaderStage::STAGE_MAX_ENUM, "Stages array size must match ShaderStage enum.");
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struct Version
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{
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std::string glsl;
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std::string glsles;
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};
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// Indexed by Shader::Version
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static const Version versions[] =
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{
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{ "#version 120", "#version 100" },
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{ "#version 330 core", "#version 300 es" },
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{ "#version 430 core", "#version 310 es" },
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};
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static Shader::Language getTargetLanguage(const std::string &src)
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{
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std::regex r("^\\s*#pragma language (\\w+)");
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std::smatch m;
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std::string langstr = std::regex_search(src, m, r) && m.size() > 1 ? m[1] : std::string("glsl1");
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Shader::Language lang = Shader::LANGUAGE_MAX_ENUM;
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Shader::getConstant(langstr.c_str(), lang);
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return lang;
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}
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static Shader::EntryPoint getVertexEntryPoint(const std::string &src)
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{
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std::smatch m;
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if (std::regex_search(src, m, std::regex("void\\s+vertexmain\\s*\\(")))
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return Shader::ENTRYPOINT_RAW;
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if (std::regex_search(src, m, std::regex("vec4\\s+position\\s*\\(")))
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return Shader::ENTRYPOINT_HIGHLEVEL;
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return Shader::ENTRYPOINT_NONE;
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}
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static Shader::EntryPoint getPixelEntryPoint(const std::string &src, bool &mrt)
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{
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mrt = false;
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std::smatch m;
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if (std::regex_search(src, m, std::regex("void\\s+pixelmain\\s*\\(")))
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return Shader::ENTRYPOINT_RAW;
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if (std::regex_search(src, m, std::regex("vec4\\s+effect\\s*\\(")))
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return Shader::ENTRYPOINT_HIGHLEVEL;
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if (std::regex_search(src, m, std::regex("void\\s+effect\\s*\\(")))
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{
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if (src.find("love_RenderTargets") != std::string::npos || src.find("love_Canvases") != std::string::npos)
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mrt = true;
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return Shader::ENTRYPOINT_CUSTOM;
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}
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return Shader::ENTRYPOINT_NONE;
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}
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} // glsl
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static_assert(sizeof(Shader::BuiltinUniformData) == sizeof(float) * 4 * 13, "Update the array in wrap_GraphicsShader.lua if this changes.");
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love::Type Shader::type("Shader", &Object::type);
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Shader *Shader::current = nullptr;
|
|
Shader *Shader::standardShaders[Shader::STANDARD_MAX_ENUM] = {nullptr};
|
|
|
|
Shader::SourceInfo Shader::getSourceInfo(const std::string &src)
|
|
{
|
|
SourceInfo info = {};
|
|
info.language = glsl::getTargetLanguage(src);
|
|
info.stages[ShaderStage::STAGE_VERTEX] = glsl::getVertexEntryPoint(src);
|
|
info.stages[ShaderStage::STAGE_PIXEL] = glsl::getPixelEntryPoint(src, info.usesMRT);
|
|
return info;
|
|
}
|
|
|
|
std::string Shader::createShaderStageCode(Graphics *gfx, ShaderStage::StageType stage, const std::string &code, const Shader::SourceInfo &info)
|
|
{
|
|
if (info.language == Shader::LANGUAGE_MAX_ENUM)
|
|
throw love::Exception("Invalid shader language");
|
|
|
|
if (info.stages[stage] == ENTRYPOINT_NONE)
|
|
throw love::Exception("Cannot find entry point for shader stage.");
|
|
|
|
if (info.stages[stage] == ENTRYPOINT_RAW && info.language == LANGUAGE_GLSL1)
|
|
throw love::Exception("Shaders using a raw entry point (vertexmain or pixelmain) must use GLSL 3 or greater.");
|
|
|
|
const auto &features = gfx->getCapabilities().features;
|
|
|
|
if (info.language == LANGUAGE_GLSL3 && !features[Graphics::FEATURE_GLSL3])
|
|
throw love::Exception("GLSL 3 shaders are not supported on this system.");
|
|
|
|
if (info.language == LANGUAGE_GLSL4 && !features[Graphics::FEATURE_GLSL4])
|
|
throw love::Exception("GLSL 4 shaders are not supported on this system.");
|
|
|
|
bool gles = gfx->getRenderer() == Graphics::RENDERER_OPENGLES;
|
|
bool glsl1on3 = info.language == LANGUAGE_GLSL1 && features[Graphics::FEATURE_GLSL3];
|
|
|
|
Language lang = info.language;
|
|
if (glsl1on3)
|
|
lang = LANGUAGE_GLSL3;
|
|
|
|
glsl::StageInfo stageinfo = glsl::stageInfo[stage];
|
|
|
|
std::stringstream ss;
|
|
|
|
ss << (gles ? glsl::versions[lang].glsles : glsl::versions[lang].glsl) << "\n";
|
|
ss << "#define " << stageinfo.name << " " << stageinfo.name << "\n";
|
|
if (glsl1on3)
|
|
ss << "#define LOVE_GLSL1_ON_GLSL3 1\n";
|
|
if (isGammaCorrect())
|
|
ss << "#define LOVE_GAMMA_CORRECT 1\n";
|
|
if (info.usesMRT)
|
|
ss << "#define LOVE_MULTI_RENDER_TARGETS 1";
|
|
ss << glsl::global_syntax;
|
|
ss << stageinfo.header;
|
|
ss << glsl::global_uniforms;
|
|
ss << glsl::global_functions;
|
|
ss << stageinfo.functions;
|
|
|
|
if (info.stages[stage] == ENTRYPOINT_HIGHLEVEL)
|
|
ss << stageinfo.main;
|
|
else if (info.stages[stage] == ENTRYPOINT_CUSTOM)
|
|
ss << stageinfo.main_custom;
|
|
else if (info.stages[stage] == ENTRYPOINT_RAW)
|
|
ss << stageinfo.main_raw;
|
|
else
|
|
throw love::Exception("Unknown shader entry point %d", info.stages[stage]);
|
|
ss << ((!gles && (lang == Shader::LANGUAGE_GLSL1 || glsl1on3)) ? "#line 0\n" : "#line 1\n");
|
|
ss << code;
|
|
|
|
return ss.str();
|
|
}
|
|
|
|
Shader::Shader(ShaderStage *vertex, ShaderStage *pixel)
|
|
: stages()
|
|
{
|
|
std::string err;
|
|
if (!validateInternal(vertex, pixel, err, validationReflection))
|
|
throw love::Exception("%s", err.c_str());
|
|
|
|
stages[ShaderStage::STAGE_VERTEX] = vertex;
|
|
stages[ShaderStage::STAGE_PIXEL] = pixel;
|
|
}
|
|
|
|
Shader::~Shader()
|
|
{
|
|
for (int i = 0; i < STANDARD_MAX_ENUM; i++)
|
|
{
|
|
if (this == standardShaders[i])
|
|
standardShaders[i] = nullptr;
|
|
}
|
|
|
|
if (current == this)
|
|
attachDefault(STANDARD_DEFAULT);
|
|
}
|
|
|
|
void Shader::attachDefault(StandardShader defaultType)
|
|
{
|
|
Shader *defaultshader = standardShaders[defaultType];
|
|
|
|
if (defaultshader == nullptr)
|
|
{
|
|
current = nullptr;
|
|
return;
|
|
}
|
|
|
|
if (current != defaultshader)
|
|
defaultshader->attach();
|
|
}
|
|
|
|
bool Shader::isDefaultActive()
|
|
{
|
|
for (int i = 0; i < STANDARD_MAX_ENUM; i++)
|
|
{
|
|
if (current == standardShaders[i])
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
TextureType Shader::getMainTextureType() const
|
|
{
|
|
const UniformInfo *info = getUniformInfo(BUILTIN_TEXTURE_MAIN);
|
|
return info != nullptr ? info->textureType : TEXTURE_MAX_ENUM;
|
|
}
|
|
|
|
void Shader::validateDrawState(PrimitiveType primtype, Texture *maintex) const
|
|
{
|
|
if ((primtype == PRIMITIVE_POINTS) != validationReflection.usesPointSize)
|
|
{
|
|
if (validationReflection.usesPointSize)
|
|
throw love::Exception("The active shader can only be used to draw points.");
|
|
else
|
|
throw love::Exception("The gl_PointSize variable must be set in a vertex shader when drawing points.");
|
|
}
|
|
|
|
if (maintex == nullptr)
|
|
return;
|
|
|
|
const UniformInfo *info = getUniformInfo(BUILTIN_TEXTURE_MAIN);
|
|
|
|
if (info == nullptr)
|
|
return;
|
|
|
|
if (!maintex->isReadable())
|
|
throw love::Exception("Textures with non-readable formats cannot be sampled from in a shader.");
|
|
|
|
auto textype = maintex->getTextureType();
|
|
|
|
if (info->textureType != TEXTURE_MAX_ENUM && info->textureType != textype)
|
|
{
|
|
const char *textypestr = "unknown";
|
|
const char *shadertextypestr = "unknown";
|
|
Texture::getConstant(textype, textypestr);
|
|
Texture::getConstant(info->textureType, shadertextypestr);
|
|
throw love::Exception("Texture's type (%s) must match the type of the shader's main texture type (%s).", textypestr, shadertextypestr);
|
|
}
|
|
|
|
if (info->isDepthSampler != maintex->getSamplerState().depthSampleMode.hasValue)
|
|
{
|
|
if (info->isDepthSampler)
|
|
throw love::Exception("Depth comparison samplers in shaders can only be used with depth textures which have depth comparison set.");
|
|
else
|
|
throw love::Exception("Depth textures which have depth comparison set can only be used with depth/shadow samplers in shaders.");
|
|
}
|
|
}
|
|
|
|
bool Shader::validate(ShaderStage* vertex, ShaderStage* pixel, std::string& err)
|
|
{
|
|
ValidationReflection reflection;
|
|
return validateInternal(vertex, pixel, err, reflection);
|
|
}
|
|
|
|
bool Shader::validateInternal(ShaderStage *vertex, ShaderStage *pixel, std::string &err, ValidationReflection &reflection)
|
|
{
|
|
glslang::TProgram program;
|
|
|
|
if (vertex != nullptr)
|
|
program.addShader(vertex->getGLSLangShader());
|
|
|
|
if (pixel != nullptr)
|
|
program.addShader(pixel->getGLSLangShader());
|
|
|
|
if (!program.link(EShMsgDefault))
|
|
{
|
|
err = "Cannot compile shader:\n\n" + std::string(program.getInfoLog()) + "\n" + std::string(program.getInfoDebugLog());
|
|
return false;
|
|
}
|
|
|
|
if (!program.buildReflection(EShReflectionSeparateBuffers))
|
|
{
|
|
err = "Cannot get reflection information for shader.";
|
|
return false;
|
|
}
|
|
|
|
const auto *vertintermediate = program.getIntermediate(EShLangVertex);
|
|
if (vertintermediate != nullptr)
|
|
{
|
|
// NOTE: this doesn't check whether the use affects final output...
|
|
reflection.usesPointSize = vertintermediate->inIoAccessed("gl_PointSize");
|
|
}
|
|
|
|
for (int i = 0; i < program.getNumBufferBlocks(); i++)
|
|
{
|
|
const glslang::TObjectReflection &info = program.getBufferBlock(i);
|
|
const glslang::TType *type = info.getType();
|
|
if (type != nullptr)
|
|
{
|
|
const glslang::TQualifier &qualifiers = type->getQualifier();
|
|
|
|
if ((!qualifiers.isReadOnly() || qualifiers.isWriteOnly()) && (info.stages & (EShLangVertexMask | EShLangFragmentMask)))
|
|
{
|
|
err = "Shader validation error:\nStorage Buffer block '" + info.name + "' must be marked as readonly in vertex and pixel shaders.";
|
|
return false;
|
|
}
|
|
|
|
if (qualifiers.layoutPacking != glslang::ElpStd430)
|
|
{
|
|
err = "Shader validation error:\nStorage Buffer block '" + info.name + "' must use the std430 packing layout.";
|
|
return false;
|
|
}
|
|
|
|
const glslang::TTypeList *structure = type->getStruct();
|
|
if (structure == nullptr || structure->size() != 1)
|
|
{
|
|
err = "Shader validation error:\nStorage Buffer block '" + info.name + "' must contain a single unsized array of structs.";
|
|
return false;
|
|
}
|
|
|
|
const glslang::TType* structtype = (*structure)[0].type;
|
|
if (structtype == nullptr || structtype->getBasicType() != glslang::EbtStruct || !structtype->isUnsizedArray())
|
|
{
|
|
err = "Shader validation error:\nStorage Buffer block '" + info.name + "' must contain a single unsized array of structs.";
|
|
return false;
|
|
}
|
|
|
|
BufferReflection bufferReflection = {};
|
|
bufferReflection.stride = (size_t) info.size;
|
|
bufferReflection.memberCount = (size_t) info.numMembers;
|
|
|
|
reflection.storageBuffers[info.name] = bufferReflection;
|
|
}
|
|
else
|
|
{
|
|
err = "Shader validation error:\nCannot retrieve type information for Storage Buffer Block '" + info.name + "'.";
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Shader::initialize()
|
|
{
|
|
return glslang::InitializeProcess();
|
|
}
|
|
|
|
void Shader::deinitialize()
|
|
{
|
|
glslang::FinalizeProcess();
|
|
}
|
|
|
|
static const std::string defaultVertex = R"(
|
|
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition)
|
|
{
|
|
return clipSpaceFromLocal * localPosition;
|
|
}
|
|
)";
|
|
|
|
static const std::string defaultPointsVertex = R"(
|
|
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition)
|
|
{
|
|
love_PointSize = ConstantPointSize * CurrentDPIScale;
|
|
return clipSpaceFromLocal * localPosition;
|
|
}
|
|
)";
|
|
|
|
static const std::string defaultStandardPixel = R"(
|
|
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord)
|
|
{
|
|
return Texel(tex, texcoord) * vcolor;
|
|
}
|
|
)";
|
|
|
|
static const std::string defaultVideoPixel = R"(
|
|
void effect()
|
|
{
|
|
love_PixelColor = VideoTexel(VaryingTexCoord.xy) * VaryingColor;
|
|
}
|
|
)";
|
|
|
|
static const std::string defaultArrayPixel = R"(
|
|
uniform ArrayImage MainTex;
|
|
void effect()
|
|
{
|
|
love_PixelColor = Texel(MainTex, VaryingTexCoord.xyz) * VaryingColor;
|
|
}
|
|
)";
|
|
|
|
const std::string &Shader::getDefaultCode(StandardShader shader, ShaderStage::StageType stage)
|
|
{
|
|
if (stage == ShaderStage::STAGE_VERTEX)
|
|
{
|
|
if (shader == STANDARD_POINTS)
|
|
return defaultPointsVertex;
|
|
else
|
|
return defaultVertex;
|
|
}
|
|
|
|
static std::string nocode = "";
|
|
|
|
switch (shader)
|
|
{
|
|
case STANDARD_DEFAULT: return defaultStandardPixel;
|
|
case STANDARD_VIDEO: return defaultVideoPixel;
|
|
case STANDARD_ARRAY: return defaultArrayPixel;
|
|
case STANDARD_POINTS: return defaultStandardPixel;
|
|
case STANDARD_MAX_ENUM: return nocode;
|
|
}
|
|
|
|
return nocode;
|
|
}
|
|
|
|
static StringMap<Shader::Language, Shader::LANGUAGE_MAX_ENUM>::Entry languageEntries[] =
|
|
{
|
|
{ "glsl1", Shader::LANGUAGE_GLSL1 },
|
|
{ "glsl3", Shader::LANGUAGE_GLSL3 },
|
|
{ "glsl4", Shader::LANGUAGE_GLSL4 },
|
|
};
|
|
|
|
static StringMap<Shader::Language, Shader::LANGUAGE_MAX_ENUM> languages(languageEntries, sizeof(languageEntries));
|
|
|
|
static StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM>::Entry builtinNameEntries[] =
|
|
{
|
|
{ "MainTex", Shader::BUILTIN_TEXTURE_MAIN },
|
|
{ "love_VideoYChannel", Shader::BUILTIN_TEXTURE_VIDEO_Y },
|
|
{ "love_VideoCbChannel", Shader::BUILTIN_TEXTURE_VIDEO_CB },
|
|
{ "love_VideoCrChannel", Shader::BUILTIN_TEXTURE_VIDEO_CR },
|
|
{ "love_UniformsPerDraw", Shader::BUILTIN_UNIFORMS_PER_DRAW },
|
|
};
|
|
|
|
static StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM> builtinNames(builtinNameEntries, sizeof(builtinNameEntries));
|
|
|
|
bool Shader::getConstant(const char *in, Language &out)
|
|
{
|
|
return languages.find(in, out);
|
|
}
|
|
|
|
bool Shader::getConstant(Language in, const char *&out)
|
|
{
|
|
return languages.find(in, out);
|
|
}
|
|
|
|
bool Shader::getConstant(const char *in, BuiltinUniform &out)
|
|
{
|
|
return builtinNames.find(in, out);
|
|
}
|
|
|
|
bool Shader::getConstant(BuiltinUniform in, const char *&out)
|
|
{
|
|
return builtinNames.find(in, out);
|
|
}
|
|
|
|
} // graphics
|
|
} // love
|