mirror of
https://github.com/love2d/love.git
synced 2026-08-16 08:11:02 +02:00
3435a6bcbf
--HG-- branch : minor
518 lines
16 KiB
Lua
518 lines
16 KiB
Lua
R"luastring"--(
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-- DO NOT REMOVE THE ABOVE LINE. It is used to load this file as a C++ string.
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-- There is a matching delimiter at the bottom of the file.
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--[[
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Copyright (c) 2006-2019 LOVE Development Team
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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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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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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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local table_concat = table.concat
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local ipairs = ipairs
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local GLSL = {}
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GLSL.VERSION = { -- index using [target][gles]
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glsl1 = {[false]="#version 120", [true]="#version 100"},
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glsl3 = {[false]="#version 330 core", [true]="#version 300 es"},
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glsl4 = {[false]="#version 430 core", [true]="#version 310 es"},
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}
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GLSL.SYNTAX = [[
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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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#ifdef GL_EXT_texture_array
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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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-- Uniforms shared by the vertex and pixel shader stages.
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GLSL.UNIFORMS = [[
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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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LOVE_HIGHP_OR_MEDIUMP mat4 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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LOVE_HIGHP_OR_MEDIUMP mat4 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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LOVE_HIGHP_OR_MEDIUMP mat3 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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LOVE_HIGHP_OR_MEDIUMP vec4 love_ScreenSize = love_UniformsPerDraw[11];
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LOVE_HIGHP_OR_MEDIUMP vec4 ConstantColor = love_UniformsPerDraw[12];
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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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]]
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GLSL.FUNCTIONS = [[
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#ifdef GL_ES
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#if __VERSION__ >= 300 || defined(GL_EXT_texture_array)
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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(GL_EXT_texture_array)
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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(GL_EXT_texture_array)
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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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GLSL.VERTEX = {
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HEADER = [[
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#define love_Position gl_Position
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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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#ifdef GL_ES
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uniform mediump float love_PointSize;
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#endif]],
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FUNCTIONS = [[
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void setPointSize() {
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#ifdef GL_ES
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gl_PointSize = love_PointSize;
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#endif
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}]],
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MAIN = [[
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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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VaryingTexCoord = VertexTexCoord;
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VaryingColor = gammaCorrectColor(VertexColor) * ConstantColor;
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setPointSize();
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love_Position = position(ClipSpaceFromLocal, VertexPosition);
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}]],
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}
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GLSL.PIXEL = {
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HEADER = [[
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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_MaxCanvases gl_MaxDrawBuffers
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#if __VERSION__ >= 130
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#define varying in
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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_CANVAS
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layout(location = 0) out vec4 love_Canvases[love_MaxCanvases];
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#define love_PixelColor love_Canvases[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_CANVAS
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#define love_Canvases 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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// 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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FUNCTIONS = [[
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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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MAIN = [[
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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_PixelColor = effect(VaryingColor, MainTex, VaryingTexCoord.st, love_PixelCoord);
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}]],
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MAIN_CUSTOM = [[
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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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effect();
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}]],
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}
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local function getLanguageTarget(code)
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if not code then return nil end
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return (code:match("^%s*#pragma language (%w+)")) or "glsl1"
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end
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local function createShaderStageCode(stage, code, lang, gles, glsl1on3, gammacorrect, custom, multicanvas)
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stage = stage:upper()
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local lines = {
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GLSL.VERSION[lang][gles],
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"#define " ..stage .. " " .. stage,
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glsl1on3 and "#define LOVE_GLSL1_ON_GLSL3 1" or "",
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gammacorrect and "#define LOVE_GAMMA_CORRECT 1" or "",
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multicanvas and "#define LOVE_MULTI_CANVAS 1" or "",
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GLSL.SYNTAX,
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GLSL[stage].HEADER,
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GLSL.UNIFORMS,
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GLSL.FUNCTIONS,
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GLSL[stage].FUNCTIONS,
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custom and GLSL[stage].MAIN_CUSTOM or GLSL[stage].MAIN,
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((lang == "glsl1" or glsl1on3) and not gles) and "#line 0" or "#line 1",
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code,
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}
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return table_concat(lines, "\n")
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end
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local function isVertexCode(code)
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return code:match("vec4%s+position%s*%(") ~= nil
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end
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local function isPixelCode(code)
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if code:match("vec4%s+effect%s*%(") then
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return true
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elseif code:match("void%s+effect%s*%(") then -- custom effect function
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local multicanvas = code:match("love_Canvases") ~= nil
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return true, true, multicanvas
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else
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return false
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end
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end
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function love.graphics._shaderCodeToGLSL(gles, arg1, arg2)
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local vertexcode, pixelcode
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local is_custompixel = false -- whether pixel code has "effects" function instead of "effect"
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local is_multicanvas = false
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if arg1 then
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if isVertexCode(arg1) then
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vertexcode = arg1 -- first arg contains vertex shader code
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end
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local ispixel, isCustomPixel, isMultiCanvas = isPixelCode(arg1)
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if ispixel then
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pixelcode = arg1 -- first arg contains pixel shader code
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is_custompixel, is_multicanvas = isCustomPixel, isMultiCanvas
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end
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end
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if arg2 then
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if isVertexCode(arg2) then
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vertexcode = arg2 -- second arg contains vertex shader code
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end
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local ispixel, isCustomPixel, isMultiCanvas = isPixelCode(arg2)
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if ispixel then
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pixelcode = arg2 -- second arg contains pixel shader code
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is_custompixel, is_multicanvas = isCustomPixel, isMultiCanvas
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end
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end
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local graphicsfeatures = love.graphics.getSupported()
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local supportsGLSL3 = graphicsfeatures.glsl3
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local supportsGLSL4 = graphicsfeatures.glsl4
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local gammacorrect = love.graphics.isGammaCorrect()
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local targetlang = getLanguageTarget(pixelcode or vertexcode)
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if getLanguageTarget(vertexcode or pixelcode) ~= targetlang then
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error("vertex and pixel shader languages must match", 2)
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end
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if targetlang == "glsl3" and not supportsGLSL3 then
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error("GLSL 3 shaders are not supported on this system.", 2)
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end
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if targetlang == "glsl4" and not supportsGLSL4 then
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error("GLSL 4 shaders are not supported on this system.", 2)
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end
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if targetlang ~= nil and not GLSL.VERSION[targetlang] then
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error("Invalid shader language: " .. targetlang, 2)
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end
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local lang = targetlang or "glsl1"
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local glsl1on3 = false
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if lang == "glsl1" and supportsGLSL3 then
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lang = "glsl3"
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glsl1on3 = true
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end
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if vertexcode then
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vertexcode = createShaderStageCode("VERTEX", vertexcode, lang, gles, glsl1on3, gammacorrect)
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end
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if pixelcode then
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pixelcode = createShaderStageCode("PIXEL", pixelcode, lang, gles, glsl1on3, gammacorrect, is_custompixel, is_multicanvas)
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end
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return vertexcode, pixelcode
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end
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function love.graphics._transformGLSLErrorMessages(message)
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local shadertype = message:match("Cannot compile (%a+) shader code")
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local compiling = shadertype ~= nil
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if not shadertype then
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shadertype = message:match("Error validating (%a+) shader")
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end
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if not shadertype then return message end
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local lines = {}
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local prefix = compiling and "Cannot compile " or "Error validating "
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lines[#lines+1] = prefix..shadertype.." shader code:"
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for l in message:gmatch("[^\n]+") do
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-- nvidia: 0(<linenumber>) : error/warning [NUMBER]: <error message>
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local linenumber, what, message = l:match("^0%((%d+)%)%s*:%s*(%w+)[^:]+:%s*(.+)$")
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if not linenumber then
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-- AMD: ERROR 0:<linenumber>: error/warning(#[NUMBER]) [ERRORNAME]: <errormessage>
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linenumber, what, message = l:match("^%w+: 0:(%d+):%s*(%w+)%([^%)]+%)%s*(.+)$")
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end
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if not linenumber then
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-- macOS (?): ERROR: 0:<linenumber>: <errormessage>
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what, linenumber, message = l:match("^(%w+): %d+:(%d+): (.+)$")
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end
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|
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"--"
|