OpenTTD Source  20241108-master-g80f628063a
opengl_shader.h
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1 /*
2  * This file is part of OpenTTD.
3  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6  */
7 
11 static const char *_vertex_shader_sprite[] = {
12  "#version 110\n",
13  "uniform vec4 sprite;",
14  "uniform vec2 screen;",
15  "attribute vec2 position, colour_uv;",
16  "varying vec2 colour_tex_uv;",
17  "void main() {",
18  " vec2 size = sprite.zw / screen.xy;",
19  " vec2 offset = ((2.0 * sprite.xy + sprite.zw) / screen.xy - 1.0) * vec2(1.0, -1.0);",
20  " colour_tex_uv = colour_uv;",
21  " gl_Position = vec4(position * size + offset, 0.0, 1.0);",
22  "}",
23 };
24 
26 static const char *_vertex_shader_sprite_150[] = {
27  "#version 150\n",
28  "uniform vec4 sprite;",
29  "uniform vec2 screen;",
30  "in vec2 position, colour_uv;",
31  "out vec2 colour_tex_uv;",
32  "void main() {",
33  " vec2 size = sprite.zw / screen.xy;",
34  " vec2 offset = ((2.0 * sprite.xy + sprite.zw) / screen.xy - 1.0) * vec2(1.0, -1.0);",
35  " colour_tex_uv = colour_uv;",
36  " gl_Position = vec4(position * size + offset, 0.0, 1.0);",
37  "}",
38 };
39 
41 static const char *_frag_shader_direct[] = {
42  "#version 110\n",
43  "uniform sampler2D colour_tex;",
44  "varying vec2 colour_tex_uv;",
45  "void main() {",
46  " gl_FragData[0] = texture2D(colour_tex, colour_tex_uv);",
47  "}",
48 };
49 
51 static const char *_frag_shader_direct_150[] = {
52  "#version 150\n",
53  "uniform sampler2D colour_tex;",
54  "in vec2 colour_tex_uv;",
55  "out vec4 colour;",
56  "void main() {",
57  " colour = texture(colour_tex, colour_tex_uv);",
58  "}",
59 };
60 
62 static const char *_frag_shader_palette[] = {
63  "#version 110\n",
64  "uniform sampler2D colour_tex;",
65  "uniform sampler1D palette;",
66  "varying vec2 colour_tex_uv;",
67  "void main() {",
68  " float idx = texture2D(colour_tex, colour_tex_uv).r;",
69  " gl_FragData[0] = texture1D(palette, idx);",
70  "}",
71 };
72 
74 static const char *_frag_shader_palette_150[] = {
75  "#version 150\n",
76  "uniform sampler2D colour_tex;",
77  "uniform sampler1D palette;",
78  "in vec2 colour_tex_uv;",
79  "out vec4 colour;",
80  "void main() {",
81  " float idx = texture(colour_tex, colour_tex_uv).r;",
82  " colour = texture(palette, idx);",
83  "}",
84 };
85 
86 
88 static const char *_frag_shader_remap_func = \
89  "float max3(vec3 v) {"
90  " return max(max(v.x, v.y), v.z);"
91  "}"
92  ""
93  "vec3 adj_brightness(vec3 colour, float brightness) {"
94  " vec3 adj = colour * (brightness > 0.0 ? brightness / 0.5 : 1.0);"
95  " vec3 ob_vec = clamp(adj - 1.0, 0.0, 1.0);"
96  " float ob = (ob_vec.r + ob_vec.g + ob_vec.b) / 2.0;"
97  ""
98  " return clamp(adj + ob * (1.0 - adj), 0.0, 1.0);"
99  "}";
100 
102 static const char *_frag_shader_rgb_mask_blend[] = {
103  "#version 110\n",
104  "#extension GL_ATI_shader_texture_lod: enable\n",
105  "#extension GL_ARB_shader_texture_lod: enable\n",
106  "uniform sampler2D colour_tex;",
107  "uniform sampler1D palette;",
108  "uniform sampler2D remap_tex;",
109  "uniform bool rgb;",
110  "uniform float zoom;",
111  "varying vec2 colour_tex_uv;",
112  "",
114  "",
115  "void main() {",
116  " float idx = texture2DLod(remap_tex, colour_tex_uv, zoom).r;",
117  " vec4 remap_col = texture1D(palette, idx);",
118  " vec4 rgb_col = texture2DLod(colour_tex, colour_tex_uv, zoom);",
119  "",
120  " gl_FragData[0].a = rgb ? rgb_col.a : remap_col.a;",
121  " gl_FragData[0].rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
122  "}",
123 };
124 
126 static const char *_frag_shader_rgb_mask_blend_150[] = {
127  "#version 150\n",
128  "uniform sampler2D colour_tex;",
129  "uniform sampler1D palette;",
130  "uniform sampler2D remap_tex;",
131  "uniform float zoom;",
132  "uniform bool rgb;",
133  "in vec2 colour_tex_uv;",
134  "out vec4 colour;",
135  "",
137  "",
138  "void main() {",
139  " float idx = textureLod(remap_tex, colour_tex_uv, zoom).r;",
140  " vec4 remap_col = texture(palette, idx);",
141  " vec4 rgb_col = textureLod(colour_tex, colour_tex_uv, zoom);",
142  "",
143  " colour.a = rgb ? rgb_col.a : remap_col.a;",
144  " colour.rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
145  "}",
146 };
147 
149 static const char *_frag_shader_sprite_blend[] = {
150  "#version 110\n",
151  "#extension GL_ATI_shader_texture_lod: enable\n",
152  "#extension GL_ARB_shader_texture_lod: enable\n",
153  "uniform sampler2D colour_tex;",
154  "uniform sampler1D palette;",
155  "uniform sampler2D remap_tex;",
156  "uniform sampler1D pal;",
157  "uniform float zoom;",
158  "uniform bool rgb;",
159  "uniform bool crash;",
160  "varying vec2 colour_tex_uv;",
161  "",
163  "",
164  "void main() {",
165  " float idx = texture2DLod(remap_tex, colour_tex_uv, zoom).r;",
166  " float r = texture1D(pal, idx).r;",
167  " vec4 remap_col = texture1D(palette, idx);",
168  " vec4 rgb_col = texture2DLod(colour_tex, colour_tex_uv, zoom);",
169  "",
170  " if (crash && idx == 0.0) rgb_col.rgb = vec2(dot(rgb_col.rgb, vec3(0.199325561523, 0.391342163085, 0.076004028320)), 0.0).rrr;"
171  " gl_FragData[0].a = rgb && (r > 0.0 || idx == 0.0) ? rgb_col.a : remap_col.a;",
172  " gl_FragData[0].rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
173  "}",
174 };
175 
177 static const char *_frag_shader_sprite_blend_150[] = {
178  "#version 150\n",
179  "uniform sampler2D colour_tex;",
180  "uniform sampler1D palette;",
181  "uniform sampler2D remap_tex;",
182  "uniform sampler1D pal;",
183  "uniform float zoom;",
184  "uniform bool rgb;",
185  "uniform bool crash;",
186  "in vec2 colour_tex_uv;",
187  "out vec4 colour;",
188  "",
190  "",
191  "void main() {",
192  " float idx = textureLod(remap_tex, colour_tex_uv, zoom).r;"
193  " float r = texture(pal, idx).r;",
194  " vec4 remap_col = texture(palette, r);",
195  " vec4 rgb_col = textureLod(colour_tex, colour_tex_uv, zoom);",
196  "",
197  " if (crash && idx == 0.0) rgb_col.rgb = vec2(dot(rgb_col.rgb, vec3(0.199325561523, 0.391342163085, 0.076004028320)), 0.0).rrr;"
198  " colour.a = rgb && (r > 0.0 || idx == 0.0) ? rgb_col.a : remap_col.a;",
199  " colour.rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
200  "}",
201 };
static const char * _vertex_shader_sprite[]
Vertex shader that positions a sprite on screen.
Definition: opengl_shader.h:11
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.
Definition: opengl_shader.h:74
static const char * _frag_shader_direct[]
Fragment shader that reads the fragment colour from a 32bpp texture.
Definition: opengl_shader.h:41
static const char * _frag_shader_rgb_mask_blend[]
Fragment shader that performs a palette lookup to read the colour from an 8bpp texture.
static const char * _frag_shader_palette[]
Fragment shader that performs a palette lookup to read the colour from an 8bpp texture.
Definition: opengl_shader.h:62
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.
static const char * _frag_shader_remap_func
Fragment shader function for remap brightness modulation.
Definition: opengl_shader.h:88
static const char * _frag_shader_direct_150[]
GLSL 1.50 fragment shader that reads the fragment colour from a 32bpp texture.
Definition: opengl_shader.h:51
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.
static const char * _frag_shader_sprite_blend[]
Fragment shader that performs a palette lookup to read the colour from a sprite texture.
static const char * _vertex_shader_sprite_150[]
GLSL 1.50 vertex shader that positions a sprite on screen.
Definition: opengl_shader.h:26