Use raw string literals for shaders

make_linux_ci_do_zoomies
elsid 2 years ago
parent 4698a4cd2d
commit 0e72055385
No known key found for this signature in database
GPG Key ID: 4DE04C198CBA7625

@ -42,127 +42,159 @@ using namespace SceneUtil;
// fragment shader
//
#if 0
static const char fragmentShaderSource_withBaseTexture[] =
"uniform sampler2D baseTexture; \n"
"uniform sampler2DShadow shadowTexture; \n"
" \n"
"void main(void) \n"
"{ \n"
" vec4 colorAmbientEmissive = gl_FrontLightModelProduct.sceneColor; \n"
" vec4 color = texture2D( baseTexture, gl_TexCoord[0].xy ); \n"
" color *= mix( colorAmbientEmissive, gl_Color, shadow2DProj( shadowTexture, gl_TexCoord[1] ).r ); \n"
" gl_FragColor = color; \n"
"} \n";
const std::string fragmentShaderSource_withBaseTexture = R"glsl(
uniform sampler2D baseTexture;
uniform sampler2DShadow shadowTexture;
void main(void)
{
vec4 colorAmbientEmissive = gl_FrontLightModelProduct.sceneColor;
vec4 color = texture2D( baseTexture, gl_TexCoord[0].xy );
color *= mix( colorAmbientEmissive, gl_Color, shadow2DProj( shadowTexture, gl_TexCoord[1] ).r );
gl_FragColor = color;
}
)glsl";
#else
static const char fragmentShaderSource_withBaseTexture[] =
"uniform sampler2D baseTexture; \n"
"uniform int baseTextureUnit; \n"
"uniform sampler2DShadow shadowTexture0; \n"
"uniform int shadowTextureUnit0; \n"
" \n"
"void main(void) \n"
"{ \n"
" vec4 colorAmbientEmissive = gl_FrontLightModelProduct.sceneColor; \n"
" vec4 color = texture2D( baseTexture, gl_TexCoord[baseTextureUnit].xy ); \n"
" color *= mix( colorAmbientEmissive, gl_Color, shadow2DProj( shadowTexture0, gl_TexCoord[shadowTextureUnit0] ).r ); \n"
" gl_FragColor = color; \n"
"} \n";
static const char fragmentShaderSource_withBaseTexture_twoShadowMaps[] =
"uniform sampler2D baseTexture; \n"
"uniform int baseTextureUnit; \n"
"uniform sampler2DShadow shadowTexture0; \n"
"uniform int shadowTextureUnit0; \n"
"uniform sampler2DShadow shadowTexture1; \n"
"uniform int shadowTextureUnit1; \n"
" \n"
"void main(void) \n"
"{ \n"
" vec4 colorAmbientEmissive = gl_FrontLightModelProduct.sceneColor; \n"
" vec4 color = texture2D( baseTexture, gl_TexCoord[baseTextureUnit].xy ); \n"
" float shadow0 = shadow2DProj( shadowTexture0, gl_TexCoord[shadowTextureUnit0] ).r; \n"
" float shadow1 = shadow2DProj( shadowTexture1, gl_TexCoord[shadowTextureUnit1] ).r; \n"
" color *= mix( colorAmbientEmissive, gl_Color, shadow0*shadow1 ); \n"
" gl_FragColor = color; \n"
"} \n";
const std::string fragmentShaderSource_withBaseTexture = R"glsl(
uniform sampler2D baseTexture;
uniform int baseTextureUnit;
uniform sampler2DShadow shadowTexture0;
uniform int shadowTextureUnit0;
void main(void)
{
vec4 colorAmbientEmissive = gl_FrontLightModelProduct.sceneColor;
vec4 color = texture2D( baseTexture, gl_TexCoord[baseTextureUnit].xy );
color *= mix( colorAmbientEmissive, gl_Color, shadow2DProj( shadowTexture0, gl_TexCoord[shadowTextureUnit0] ).r );
gl_FragColor = color;
}
)glsl";
const std::string fragmentShaderSource_withBaseTexture_twoShadowMaps = R"glsl(
uniform sampler2D baseTexture;
uniform int baseTextureUnit;
uniform sampler2DShadow shadowTexture0;
uniform int shadowTextureUnit0;
uniform sampler2DShadow shadowTexture1;
uniform int shadowTextureUnit1;
void main(void)
{
vec4 colorAmbientEmissive = gl_FrontLightModelProduct.sceneColor;
vec4 color = texture2D( baseTexture, gl_TexCoord[baseTextureUnit].xy );
float shadow0 = shadow2DProj( shadowTexture0, gl_TexCoord[shadowTextureUnit0] ).r;
float shadow1 = shadow2DProj( shadowTexture1, gl_TexCoord[shadowTextureUnit1] ).r;
color *= mix( colorAmbientEmissive, gl_Color, shadow0*shadow1 );
gl_FragColor = color;
}
)glsl";
#endif
std::string debugVertexShaderSource = "void main(void){gl_Position = gl_Vertex; gl_TexCoord[0]=gl_MultiTexCoord0;}";
std::string debugFragmentShaderSource =
"uniform sampler2D texture; \n"
" \n"
"void main(void) \n"
"{ \n"
const std::string debugVertexShaderSource = R"glsl(
void main(void)
{
gl_Position = gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
}
)glsl";
const std::string debugFragmentShaderSource = R"glsl(
uniform sampler2D texture;
void main(void)
{
)glsl"
#if 1
" float f = texture2D(texture, gl_TexCoord[0].xy).r; \n"
" \n"
" f = 256.0 * f; \n"
" float fC = floor( f ) / 256.0; \n"
" \n"
" f = 256.0 * fract( f ); \n"
" float fS = floor( f ) / 256.0; \n"
" \n"
" f = 256.0 * fract( f ); \n"
" float fH = floor( f ) / 256.0; \n"
" \n"
" fS *= 0.5; \n"
" fH = ( fH * 0.34 + 0.66 ) * ( 1.0 - fS ); \n"
" \n"
" vec3 rgb = vec3( ( fC > 0.5 ? ( 1.0 - fC ) : fC ), \n"
" abs( fC - 0.333333 ), \n"
" abs( fC - 0.666667 ) ); \n"
" \n"
" rgb = min( vec3( 1.0, 1.0, 1.0 ), 3.0 * rgb ); \n"
" \n"
" float fMax = max( max( rgb.r, rgb.g ), rgb.b ); \n"
" fMax = 1.0 / fMax; \n"
" \n"
" vec3 color = fMax * rgb; \n"
" \n"
" gl_FragColor = vec4( fS + fH * color, 1 ); \n"
R"glsl(
float f = texture2D(texture, gl_TexCoord[0].xy).r;
f = 256.0 * f;
float fC = floor( f ) / 256.0;
f = 256.0 * fract( f );
float fS = floor( f ) / 256.0;
f = 256.0 * fract( f );
float fH = floor( f ) / 256.0;
fS *= 0.5;
fH = ( fH * 0.34 + 0.66 ) * ( 1.0 - fS );
vec3 rgb = vec3( ( fC > 0.5 ? ( 1.0 - fC ) : fC ),
abs( fC - 0.333333 ),
abs( fC - 0.666667 ) );
rgb = min( vec3( 1.0, 1.0, 1.0 ), 3.0 * rgb );
float fMax = max( max( rgb.r, rgb.g ), rgb.b );
fMax = 1.0 / fMax;
vec3 color = fMax * rgb;
gl_FragColor = vec4( fS + fH * color, 1 );
)glsl"
#else
" gl_FragColor = texture2D(texture, gl_TexCoord[0].xy); \n"
R"glsl(
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy);
)glsl"
#endif
"} \n";
std::string debugFrustumVertexShaderSource = "varying float depth; uniform mat4 transform; void main(void){gl_Position = transform * gl_Vertex; depth = gl_Position.z / gl_Position.w;}";
std::string debugFrustumFragmentShaderSource =
"varying float depth; \n"
" \n"
"void main(void) \n"
"{ \n"
R"glsl(
}
)glsl";
const std::string debugFrustumVertexShaderSource = R"glsl(
varying float depth;
uniform mat4 transform;
void main(void)
{
gl_Position = transform * gl_Vertex;
depth = gl_Position.z / gl_Position.w;
}
)glsl";
const std::string debugFrustumFragmentShaderSource = R"glsl(
varying float depth;
void main(void)
{
)glsl"
#if 1
" float f = depth; \n"
" \n"
" f = 256.0 * f; \n"
" float fC = floor( f ) / 256.0; \n"
" \n"
" f = 256.0 * fract( f ); \n"
" float fS = floor( f ) / 256.0; \n"
" \n"
" f = 256.0 * fract( f ); \n"
" float fH = floor( f ) / 256.0; \n"
" \n"
" fS *= 0.5; \n"
" fH = ( fH * 0.34 + 0.66 ) * ( 1.0 - fS ); \n"
" \n"
" vec3 rgb = vec3( ( fC > 0.5 ? ( 1.0 - fC ) : fC ), \n"
" abs( fC - 0.333333 ), \n"
" abs( fC - 0.666667 ) ); \n"
" \n"
" rgb = min( vec3( 1.0, 1.0, 1.0 ), 3.0 * rgb ); \n"
" \n"
" float fMax = max( max( rgb.r, rgb.g ), rgb.b ); \n"
" fMax = 1.0 / fMax; \n"
" \n"
" vec3 color = fMax * rgb; \n"
" \n"
" gl_FragColor = vec4( fS + fH * color, 1 ); \n"
R"glsl(
float f = depth;
f = 256.0 * f;
float fC = floor( f ) / 256.0;
f = 256.0 * fract( f );
float fS = floor( f ) / 256.0;
f = 256.0 * fract( f );
float fH = floor( f ) / 256.0;
fS *= 0.5;
fH = ( fH * 0.34 + 0.66 ) * ( 1.0 - fS );
vec3 rgb = vec3( ( fC > 0.5 ? ( 1.0 - fC ) : fC ),
abs( fC - 0.333333 ),
abs( fC - 0.666667 ) );
rgb = min( vec3( 1.0, 1.0, 1.0 ), 3.0 * rgb );
float fMax = max( max( rgb.r, rgb.g ), rgb.b );
fMax = 1.0 / fMax;
vec3 color = fMax * rgb;
gl_FragColor = vec4( fS + fH * color, 1 );
)glsl"
#else
" gl_FragColor = vec4(0.0, 0.0, 1.0, 0.0); \n"
R"glsl(
gl_FragColor = vec4(0.0, 0.0, 1.0, 0.0);
)glsl"
#endif
"} \n";
R"glsl(
}
)glsl";
template<class T>
class RenderLeafTraverser : public T

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