Correctly support 4-component UV coordinates in generated shaders

Supports projective UVs, matching fixed-function pipeline behavior
This commit is contained in:
rdb 2023-01-02 10:46:48 +01:00
parent b9cff34076
commit a2aa8af973
2 changed files with 19 additions and 16 deletions

View File

@ -185,16 +185,16 @@ static const string default_vshader =
#endif
"in vec4 p3d_Vertex;\n"
"in vec4 p3d_Color;\n"
"in vec2 p3d_MultiTexCoord0;\n"
"out vec2 texcoord;\n"
"in vec4 p3d_MultiTexCoord0;\n"
"out vec3 texcoord;\n"
"out vec4 color;\n"
#else
"#version 100\n"
"precision mediump float;\n"
"attribute vec4 p3d_Vertex;\n"
"attribute vec4 p3d_Color;\n"
"attribute vec2 p3d_MultiTexCoord0;\n"
"varying vec2 texcoord;\n"
"attribute vec4 p3d_MultiTexCoord0;\n"
"varying vec3 texcoord;\n"
"varying lowp vec4 color;\n"
#endif
"uniform mat4 p3d_ModelViewProjectionMatrix;\n"
@ -202,7 +202,7 @@ static const string default_vshader =
"uniform vec4 p3d_ColorScale;\n"
"void main(void) {\n"
" gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex;\n"
" texcoord = (p3d_TextureMatrix * vec4(p3d_MultiTexCoord0.x, p3d_MultiTexCoord0.y, 0, 1)).xy;\n"
" texcoord = (p3d_TextureMatrix * p3d_MultiTexCoord0).xyw;\n"
" color = p3d_Color * p3d_ColorScale;\n"
"}\n";
@ -218,8 +218,8 @@ static const string default_vshader_fp64 =
"#extension GL_ARB_gpu_shader_fp64 : require\n"
"in dvec3 p3d_Vertex;\n"
"in vec4 p3d_Color;\n"
"in dvec2 p3d_MultiTexCoord0;\n"
"out vec2 texcoord;\n"
"in dvec4 p3d_MultiTexCoord0;\n"
"out vec3 texcoord;\n"
"out vec4 color;\n"
"uniform mat4 p3d_ModelViewMatrix;\n"
"uniform mat4 p3d_ProjectionMatrix;\n"
@ -227,7 +227,7 @@ static const string default_vshader_fp64 =
"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 = (p3d_TextureMatrix * vec4(p3d_MultiTexCoord0.x, p3d_MultiTexCoord0.y, 0, 1)).xy;\n"
" texcoord = (p3d_TextureMatrix * vec4(p3d_MultiTexCoord0)).xyw;\n"
" color = p3d_Color * p3d_ColorScale;\n"
"}\n";
@ -236,8 +236,8 @@ static const string default_vshader_fp64_gl41 =
"#version 410\n"
"in dvec3 p3d_Vertex;\n"
"in vec4 p3d_Color;\n"
"in dvec2 p3d_MultiTexCoord0;\n"
"out vec2 texcoord;\n"
"in dvec4 p3d_MultiTexCoord0;\n"
"out vec3 texcoord;\n"
"out vec4 color;\n"
"uniform mat4 p3d_ModelViewMatrix;\n"
"uniform mat4 p3d_ProjectionMatrix;\n"
@ -245,7 +245,7 @@ static const string default_vshader_fp64_gl41 =
"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 = (p3d_TextureMatrix * vec4(p3d_MultiTexCoord0.x, p3d_MultiTexCoord0.y, 0, 1)).xy;\n"
" texcoord = (p3d_TextureMatrix * vec4(p3d_MultiTexCoord0)).xyw;\n"
" color = p3d_Color * p3d_ColorScale;\n"
"}\n";
#endif
@ -257,7 +257,7 @@ static const string default_fshader =
#else
"#version 130\n"
#endif
"in vec2 texcoord;\n"
"in vec3 texcoord;\n"
"in vec4 color;\n"
"out vec4 p3d_FragColor;\n"
"uniform sampler2D p3d_Texture0;\n"
@ -265,18 +265,18 @@ static const string default_fshader =
#else
"#version 100\n"
"precision mediump float;\n"
"varying vec2 texcoord;\n"
"varying vec3 texcoord;\n"
"varying lowp vec4 color;\n"
"uniform lowp sampler2D p3d_Texture0;\n"
"uniform lowp vec4 p3d_TexAlphaOnly;\n"
#endif
"void main(void) {\n"
#ifndef OPENGLES
" p3d_FragColor = texture(p3d_Texture0, texcoord);\n"
" p3d_FragColor = textureProj(p3d_Texture0, texcoord);\n"
" p3d_FragColor += p3d_TexAlphaOnly;\n" // Hack for text rendering
" p3d_FragColor *= color;\n"
#else
" gl_FragColor = texture2D(p3d_Texture0, texcoord);\n"
" gl_FragColor = texture2DProj(p3d_Texture0, texcoord);\n"
" gl_FragColor += p3d_TexAlphaOnly;\n" // Hack for text rendering
" gl_FragColor *= color;\n"
#endif

View File

@ -1218,6 +1218,9 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
text << "\t texcoord" << i << ".xyz -= parallax_offset;\n";
}
text << "\t float4 tex" << i << " = tex" << texture_type_as_string(tex._type);
if (tex._type == Texture::TT_2d_texture) {
text << "proj";
}
text << "(tex_" << i << ", texcoord" << i << ".";
switch (tex._type) {
case Texture::TT_cube_map:
@ -1226,7 +1229,7 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
text << "xyz";
break;
case Texture::TT_2d_texture:
text << "xy";
text << "xyw";
break;
case Texture::TT_1d_texture:
text << "x";