OpenTTD Source  20240919-master-gdf0233f4c2
opengl_shader.h File Reference

Go to the source code of this file.

Variables

static const char * _vertex_shader_sprite []
 Vertex shader that positions a sprite on screen. More...
 
static const char * _vertex_shader_sprite_150 []
 GLSL 1.50 vertex shader that positions a sprite on screen. More...
 
static const char * _frag_shader_direct []
 Fragment shader that reads the fragment colour from a 32bpp texture. More...
 
static const char * _frag_shader_direct_150 []
 GLSL 1.50 fragment shader that reads the fragment colour from a 32bpp texture. More...
 
static const char * _frag_shader_palette []
 Fragment shader that performs a palette lookup to read the colour from an 8bpp texture. More...
 
static const char * _frag_shader_palette_150 []
 GLSL 1.50 fragment shader that performs a palette lookup to read the colour from an 8bpp texture. More...
 
static const char * _frag_shader_remap_func
 Fragment shader function for remap brightness modulation. More...
 
static const char * _frag_shader_rgb_mask_blend []
 Fragment shader that performs a palette lookup to read the colour from an 8bpp texture. More...
 
static const char * _frag_shader_rgb_mask_blend_150 []
 GLSL 1.50 fragment shader that performs a palette lookup to read the colour from an 8bpp texture. More...
 
static const char * _frag_shader_sprite_blend []
 Fragment shader that performs a palette lookup to read the colour from a sprite texture. More...
 
static const char * _frag_shader_sprite_blend_150 []
 GLSL 1.50 fragment shader that performs a palette lookup to read the colour from a sprite texture. More...
 

Detailed Description

OpenGL shader programs.

Definition in file opengl_shader.h.

Variable Documentation

◆ _frag_shader_direct

const char* _frag_shader_direct[]
static
Initial value:
= {
"#version 110\n",
"uniform sampler2D colour_tex;",
"varying vec2 colour_tex_uv;",
"void main() {",
" gl_FragData[0] = texture2D(colour_tex, colour_tex_uv);",
"}",
}

Fragment shader that reads the fragment colour from a 32bpp texture.

Definition at line 41 of file opengl_shader.h.

Referenced by OpenGLBackend::InitShaders().

◆ _frag_shader_direct_150

const char* _frag_shader_direct_150[]
static
Initial value:
= {
"#version 150\n",
"uniform sampler2D colour_tex;",
"in vec2 colour_tex_uv;",
"out vec4 colour;",
"void main() {",
" colour = texture(colour_tex, colour_tex_uv);",
"}",
}

GLSL 1.50 fragment shader that reads the fragment colour from a 32bpp texture.

Definition at line 51 of file opengl_shader.h.

Referenced by OpenGLBackend::InitShaders().

◆ _frag_shader_palette

const char* _frag_shader_palette[]
static
Initial value:
= {
"#version 110\n",
"uniform sampler2D colour_tex;",
"uniform sampler1D palette;",
"varying vec2 colour_tex_uv;",
"void main() {",
" float idx = texture2D(colour_tex, colour_tex_uv).r;",
" gl_FragData[0] = texture1D(palette, idx);",
"}",
}

Fragment shader that performs a palette lookup to read the colour from an 8bpp texture.

Definition at line 62 of file opengl_shader.h.

Referenced by OpenGLBackend::InitShaders().

◆ _frag_shader_palette_150

const char* _frag_shader_palette_150[]
static
Initial value:
= {
"#version 150\n",
"uniform sampler2D colour_tex;",
"uniform sampler1D palette;",
"in vec2 colour_tex_uv;",
"out vec4 colour;",
"void main() {",
" float idx = texture(colour_tex, colour_tex_uv).r;",
" colour = texture(palette, idx);",
"}",
}

GLSL 1.50 fragment shader that performs a palette lookup to read the colour from an 8bpp texture.

Definition at line 74 of file opengl_shader.h.

Referenced by OpenGLBackend::InitShaders().

◆ _frag_shader_remap_func

const char* _frag_shader_remap_func
static
Initial value:
=
"float max3(vec3 v) {"
" return max(max(v.x, v.y), v.z);"
"}"
""
"vec3 adj_brightness(vec3 colour, float brightness) {"
" vec3 adj = colour * (brightness > 0.0 ? brightness / 0.5 : 1.0);"
" vec3 ob_vec = clamp(adj - 1.0, 0.0, 1.0);"
" float ob = (ob_vec.r + ob_vec.g + ob_vec.b) / 2.0;"
""
" return clamp(adj + ob * (1.0 - adj), 0.0, 1.0);"
"}"

Fragment shader function for remap brightness modulation.

Definition at line 88 of file opengl_shader.h.

◆ _frag_shader_rgb_mask_blend

const char* _frag_shader_rgb_mask_blend[]
static
Initial value:
= {
"#version 110\n",
"#extension GL_ATI_shader_texture_lod: enable\n",
"#extension GL_ARB_shader_texture_lod: enable\n",
"uniform sampler2D colour_tex;",
"uniform sampler1D palette;",
"uniform sampler2D remap_tex;",
"uniform bool rgb;",
"uniform float zoom;",
"varying vec2 colour_tex_uv;",
"",
"",
"void main() {",
" float idx = texture2DLod(remap_tex, colour_tex_uv, zoom).r;",
" vec4 remap_col = texture1D(palette, idx);",
" vec4 rgb_col = texture2DLod(colour_tex, colour_tex_uv, zoom);",
"",
" gl_FragData[0].a = rgb ? rgb_col.a : remap_col.a;",
" gl_FragData[0].rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
"}",
}

Fragment shader that performs a palette lookup to read the colour from an 8bpp texture.

Definition at line 102 of file opengl_shader.h.

Referenced by OpenGLBackend::InitShaders().

◆ _frag_shader_rgb_mask_blend_150

const char* _frag_shader_rgb_mask_blend_150[]
static
Initial value:
= {
"#version 150\n",
"uniform sampler2D colour_tex;",
"uniform sampler1D palette;",
"uniform sampler2D remap_tex;",
"uniform float zoom;",
"uniform bool rgb;",
"in vec2 colour_tex_uv;",
"out vec4 colour;",
"",
"",
"void main() {",
" float idx = textureLod(remap_tex, colour_tex_uv, zoom).r;",
" vec4 remap_col = texture(palette, idx);",
" vec4 rgb_col = textureLod(colour_tex, colour_tex_uv, zoom);",
"",
" colour.a = rgb ? rgb_col.a : remap_col.a;",
" colour.rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
"}",
}

GLSL 1.50 fragment shader that performs a palette lookup to read the colour from an 8bpp texture.

Definition at line 126 of file opengl_shader.h.

Referenced by OpenGLBackend::InitShaders().

◆ _frag_shader_sprite_blend

const char* _frag_shader_sprite_blend[]
static
Initial value:
= {
"#version 110\n",
"#extension GL_ATI_shader_texture_lod: enable\n",
"#extension GL_ARB_shader_texture_lod: enable\n",
"uniform sampler2D colour_tex;",
"uniform sampler1D palette;",
"uniform sampler2D remap_tex;",
"uniform sampler1D pal;",
"uniform float zoom;",
"uniform bool rgb;",
"uniform bool crash;",
"varying vec2 colour_tex_uv;",
"",
"",
"void main() {",
" float idx = texture2DLod(remap_tex, colour_tex_uv, zoom).r;",
" float r = texture1D(pal, idx).r;",
" vec4 remap_col = texture1D(palette, idx);",
" vec4 rgb_col = texture2DLod(colour_tex, colour_tex_uv, zoom);",
"",
" if (crash && idx == 0.0) rgb_col.rgb = vec2(dot(rgb_col.rgb, vec3(0.199325561523, 0.391342163085, 0.076004028320)), 0.0).rrr;"
" gl_FragData[0].a = rgb && (r > 0.0 || idx == 0.0) ? rgb_col.a : remap_col.a;",
" gl_FragData[0].rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
"}",
}

Fragment shader that performs a palette lookup to read the colour from a sprite texture.

Definition at line 149 of file opengl_shader.h.

Referenced by OpenGLBackend::InitShaders().

◆ _frag_shader_sprite_blend_150

const char* _frag_shader_sprite_blend_150[]
static
Initial value:
= {
"#version 150\n",
"uniform sampler2D colour_tex;",
"uniform sampler1D palette;",
"uniform sampler2D remap_tex;",
"uniform sampler1D pal;",
"uniform float zoom;",
"uniform bool rgb;",
"uniform bool crash;",
"in vec2 colour_tex_uv;",
"out vec4 colour;",
"",
"",
"void main() {",
" float idx = textureLod(remap_tex, colour_tex_uv, zoom).r;"
" float r = texture(pal, idx).r;",
" vec4 remap_col = texture(palette, r);",
" vec4 rgb_col = textureLod(colour_tex, colour_tex_uv, zoom);",
"",
" if (crash && idx == 0.0) rgb_col.rgb = vec2(dot(rgb_col.rgb, vec3(0.199325561523, 0.391342163085, 0.076004028320)), 0.0).rrr;"
" colour.a = rgb && (r > 0.0 || idx == 0.0) ? rgb_col.a : remap_col.a;",
" colour.rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
"}",
}

GLSL 1.50 fragment shader that performs a palette lookup to read the colour from a sprite texture.

Definition at line 177 of file opengl_shader.h.

Referenced by OpenGLBackend::InitShaders().

◆ _vertex_shader_sprite

const char* _vertex_shader_sprite[]
static
Initial value:
= {
"#version 110\n",
"uniform vec4 sprite;",
"uniform vec2 screen;",
"attribute vec2 position, colour_uv;",
"varying vec2 colour_tex_uv;",
"void main() {",
" vec2 size = sprite.zw / screen.xy;",
" vec2 offset = ((2.0 * sprite.xy + sprite.zw) / screen.xy - 1.0) * vec2(1.0, -1.0);",
" colour_tex_uv = colour_uv;",
" gl_Position = vec4(position * size + offset, 0.0, 1.0);",
"}",
}

Vertex shader that positions a sprite on screen.

Definition at line 11 of file opengl_shader.h.

Referenced by OpenGLBackend::InitShaders().

◆ _vertex_shader_sprite_150

const char* _vertex_shader_sprite_150[]
static
Initial value:
= {
"#version 150\n",
"uniform vec4 sprite;",
"uniform vec2 screen;",
"in vec2 position, colour_uv;",
"out vec2 colour_tex_uv;",
"void main() {",
" vec2 size = sprite.zw / screen.xy;",
" vec2 offset = ((2.0 * sprite.xy + sprite.zw) / screen.xy - 1.0) * vec2(1.0, -1.0);",
" colour_tex_uv = colour_uv;",
" gl_Position = vec4(position * size + offset, 0.0, 1.0);",
"}",
}

GLSL 1.50 vertex shader that positions a sprite on screen.

Definition at line 26 of file opengl_shader.h.

Referenced by OpenGLBackend::InitShaders().

_frag_shader_remap_func
static const char * _frag_shader_remap_func
Fragment shader function for remap brightness modulation.
Definition: opengl_shader.h:88