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- #include "shaders.h"
-
- namespace Cygnet::Shaders {
-
- const char *chunkVx = R"glsl(
- uniform mat3 camera;
- uniform vec2 pos;
- attribute vec2 vertex;
- varying vec2 v_tileCoord;
-
- void main() {
- vec3 pos = camera * vec3(pos + vertex, 1);
- gl_Position = vec4(pos.xy, 0, 1);
- v_tileCoord = vertex;
- }
- )glsl";
-
- const char *chunkFr = R"glsl(
- #define TILE_SIZE 32.0
- #define CHUNK_WIDTH 64
- #define CHUNK_HEIGHT 64
-
- varying vec2 v_tileCoord;
- uniform sampler2D tileAtlas;
- uniform vec2 tileAtlasSize;
- uniform sampler2D tiles;
-
- void main() {
- vec2 tilePos = floor(vec2(v_tileCoord.x, v_tileCoord.y));
- vec4 tileColor = texture2D(tiles, tilePos / vec2(CHUNK_WIDTH, CHUNK_HEIGHT));
- float tileID = floor((tileColor.r * 256.0 + tileColor.a) * 256.0);
-
- // 1/(TILE_SIZE*16) plays the same role here as in the sprite vertex shader.
- vec2 offset = v_tileCoord - tilePos;
- vec2 pixoffset = (1.0 - offset * 2.0) / (TILE_SIZE * 16.0);
- vec2 atlasPos = vec2(
- pixoffset.x + tileID + offset.x,
- pixoffset.y + floor(tileID / tileAtlasSize.x) + offset.y);
-
- gl_FragColor = texture2D(tileAtlas, atlasPos / tileAtlasSize);
- }
- )glsl";
-
- const char *chunkShadowVx = R"glsl(
- #define CHUNK_WIDTH 64
- #define CHUNK_HEIGHT 64
-
- uniform mat3 camera;
- uniform vec2 pos;
- attribute vec2 vertex;
- varying vec2 v_texCoord;
-
- void main() {
- vec3 pos = camera * vec3(pos + vertex, 1);
- gl_Position = vec4(pos.xy, 0, 1);
- v_texCoord = vertex / vec2(CHUNK_WIDTH, CHUNK_HEIGHT);
- }
- )glsl";
-
- const char *chunkShadowFr = R"glsl(
- varying vec2 v_texCoord;
- uniform sampler2D tex;
-
- void main() {
- vec4 color = texture2D(tex, v_texCoord);
- gl_FragColor = vec4(0, 0, 0, 1.0 - color.r);
- }
- )glsl";
-
- const char *tileVx = R"glsl(
- uniform mat3 camera;
- uniform mat3 transform;
- attribute vec2 vertex;
- varying vec2 v_tileCoord;
-
- void main() {
- vec3 pos = camera * transform * vec3(vertex, 1);
- gl_Position = vec4(pos.xy, 0, 1);
- v_tileCoord = vertex;
- }
- )glsl";
-
- const char *tileFr = R"glsl(
- #define TILE_SIZE 32.0
-
- varying vec2 v_tileCoord;
- uniform sampler2D tileAtlas;
- uniform vec2 tileAtlasSize;
- uniform float tileID;
-
- void main() {
-
- // 1/(TILE_SIZE*16) plays the same role here as in the sprite vertex shader.
- vec2 offset = v_tileCoord;
- vec2 pixoffset = (1.0 - offset * 2.0) / (TILE_SIZE * 16.0);
- vec2 atlasPos = vec2(
- pixoffset.x + tileID + offset.x,
- pixoffset.y + floor(tileID / tileAtlasSize.x) + offset.y);
-
- gl_FragColor = texture2D(tileAtlas, atlasPos / tileAtlasSize);
- }
- )glsl";
-
- const char *spriteVx = R"glsl(
- #define TILE_SIZE 32.0
-
- uniform mat3 camera;
- uniform mat3 transform;
- uniform vec2 frameSize;
- uniform vec2 frameInfo; // frame count, frame index
- attribute vec2 vertex;
- varying vec2 v_texCoord;
-
- void main() {
- // Here, I'm basically treating 1/(TILE_SIZE*16) as half the size of a "pixel".
- // It's just an arbitrary small number, but it works as an offset to make sure
- // neighbouring parts of the atlas don't bleed into the frame we actually
- // want to draw due to (nearest neighbour) interpolation.
- float pixoffset = (1.0 - vertex.y * 2.0) / (frameSize.y * TILE_SIZE * 16.0);
- v_texCoord = vec2(
- vertex.x,
- (frameSize.y * frameInfo.y + (frameSize.y * vertex.y)) /
- (frameSize.y * frameInfo.x) + pixoffset);
-
- vec3 pos = camera * transform * vec3(vertex * frameSize, 1);
- gl_Position = vec4(pos.xy, 0, 1);
- }
- )glsl";
-
- const char *spriteFr = R"glsl(
- varying vec2 v_texCoord;
- uniform sampler2D tex;
-
- void main() {
- gl_FragColor = texture2D(tex, v_texCoord);
- }
- )glsl";
-
- const char *rectVx = R"glsl(
- uniform mat3 camera;
- uniform vec2 pos;
- uniform vec2 size;
- attribute vec2 vertex;
- varying vec2 v_coord;
-
- void main() {
- vec3 pos = camera * vec3(pos + vertex * size, 1);
- gl_Position = vec4(pos.xy, 0, 1);
- v_coord = vertex * size;
- }
- )glsl";
-
- const char *rectFr = R"glsl(
- #define THICKNESS 0.02
-
- varying vec2 v_coord;
- uniform vec2 size;
-
- void main() {
- vec2 invCoord = size - v_coord;
- float minDist = min(v_coord.x, min(v_coord.y, min(invCoord.x, invCoord.y)));
- gl_FragColor = vec4(0.6, 0.6, 0.6, 0.8) * float(minDist < THICKNESS);
- }
- )glsl";
-
- const char *blendVx = R"glsl(
- attribute vec2 vertex;
- attribute vec2 texCoord;
- varying vec2 v_texCoord;
-
- void main() {
- gl_Position = vec4(vertex.xy, 0, 1);
- v_texCoord = texCoord;
- }
- )glsl";
-
- const char *blendFr = R"glsl(
- varying vec2 v_texCoord;
- uniform sampler2D tex;
-
- void main() {
- //gl_FragColor = vec4(v_texCoord.x, v_texCoord.y, 0, 1);
- gl_FragColor = texture2D(tex, v_texCoord);
- }
- )glsl";
-
- }
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