glgsg: Support texture transforms in default shader

This commit is contained in:
rdb 2021-02-06 19:36:50 +01:00
parent 64f0414f57
commit 3657eb9bce

View File

@ -179,10 +179,11 @@ static const string default_vshader =
"varying lowp vec4 color;\n"
#endif
"uniform mat4 p3d_ModelViewProjectionMatrix;\n"
"uniform mat4 p3d_TextureMatrix;\n"
"uniform vec4 p3d_ColorScale;\n"
"void main(void) {\n"
" gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex;\n"
" texcoord = p3d_MultiTexCoord0;\n"
" texcoord = (p3d_TextureMatrix * vec4(p3d_MultiTexCoord0.x, p3d_MultiTexCoord0.y, 0, 1)).xy;\n"
" color = p3d_Color * p3d_ColorScale;\n"
"}\n";
@ -203,10 +204,11 @@ static const string default_vshader_fp64 =
"out vec4 color;\n"
"uniform mat4 p3d_ModelViewMatrix;\n"
"uniform mat4 p3d_ProjectionMatrix;\n"
"uniform mat4 p3d_TextureMatrix;\n"
"uniform vec4 p3d_ColorScale;\n"
"void main(void) {\n" // Apply proj & modelview in two steps, more precise
" gl_Position = vec4(dmat4(p3d_ProjectionMatrix) * (dmat4(p3d_ModelViewMatrix) * dvec4(p3d_Vertex, 1)));\n"
" texcoord = vec2(p3d_MultiTexCoord0);\n"
" texcoord = (p3d_TextureMatrix * vec4(p3d_MultiTexCoord0.x, p3d_MultiTexCoord0.y, 0, 1)).xy;\n"
" color = p3d_Color * p3d_ColorScale;\n"
"}\n";
@ -220,10 +222,11 @@ static const string default_vshader_fp64_gl41 =
"out vec4 color;\n"
"uniform mat4 p3d_ModelViewMatrix;\n"
"uniform mat4 p3d_ProjectionMatrix;\n"
"uniform mat4 p3d_TextureMatrix;\n"
"uniform vec4 p3d_ColorScale;\n"
"void main(void) {\n" // Apply proj & modelview in two steps, more precise
" gl_Position = vec4(dmat4(p3d_ProjectionMatrix) * (dmat4(p3d_ModelViewMatrix) * dvec4(p3d_Vertex, 1)));\n"
" texcoord = vec2(p3d_MultiTexCoord0);\n"
" texcoord = (p3d_TextureMatrix * vec4(p3d_MultiTexCoord0.x, p3d_MultiTexCoord0.y, 0, 1)).xy;\n"
" color = p3d_Color * p3d_ColorScale;\n"
"}\n";
#endif