- use in/out instead of attribute/varying - use named output instead of gl_FragColor - use texture() instead of the multitude of older texture sampling functions The #if __VERSION__ == 120 paths (needed on Mac) will be removed after we switch to 3.3 core profile. Part of T49165 (general OpenGL upgrade)
86 lines
1.5 KiB
GLSL
86 lines
1.5 KiB
GLSL
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#if __VERSION__ == 120
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varying vec3 varposition;
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varying vec3 varnormal;
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#else
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out vec3 varposition;
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out vec3 varnormal;
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#endif
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/* Color, keep in sync with: gpu_shader_vertex.glsl */
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float srgb_to_linearrgb(float c)
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{
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if (c < 0.04045)
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return (c < 0.0) ? 0.0 : c * (1.0 / 12.92);
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else
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return pow((c + 0.055) * (1.0 / 1.055), 2.4);
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}
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void srgb_to_linearrgb(vec3 col_from, out vec3 col_to)
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{
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col_to.r = srgb_to_linearrgb(col_from.r);
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col_to.g = srgb_to_linearrgb(col_from.g);
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col_to.b = srgb_to_linearrgb(col_from.b);
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}
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void srgb_to_linearrgb(vec4 col_from, out vec4 col_to)
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{
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col_to.r = srgb_to_linearrgb(col_from.r);
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col_to.g = srgb_to_linearrgb(col_from.g);
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col_to.b = srgb_to_linearrgb(col_from.b);
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col_to.a = col_from.a;
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}
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bool is_srgb(int info)
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{
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#ifdef USE_NEW_SHADING
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return (info == 1)? true: false;
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#else
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return false;
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#endif
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}
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void set_var_from_attr(float attr, int info, out float var)
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{
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var = attr;
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}
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void set_var_from_attr(vec2 attr, int info, out vec2 var)
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{
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var = attr;
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}
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void set_var_from_attr(vec3 attr, int info, out vec3 var)
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{
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if (is_srgb(info)) {
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srgb_to_linearrgb(attr, var);
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}
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else {
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var = attr;
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}
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}
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void set_var_from_attr(vec4 attr, int info, out vec4 var)
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{
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if (is_srgb(info)) {
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srgb_to_linearrgb(attr, var);
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}
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else {
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var = attr;
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}
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}
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/* end color code */
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void main()
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{
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/* position does not need to be transformed, we already have it */
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gl_Position = gl_Vertex;
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varposition = gl_Vertex.xyz;
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varnormal = normalize(-varposition);
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