1
0
mirror of https://github.com/FunkyFr3sh/cnc-ddraw.git synced 2025-03-15 06:04:49 +01:00

try to use 1.30 shader first and use 1.10 shader as fallback solution

This commit is contained in:
FunkyFr3sh 2018-10-02 16:26:37 +02:00
parent 29478d6e25
commit 848f996f9b
2 changed files with 17 additions and 47 deletions

View File

@ -27,28 +27,12 @@ static const char *PaletteFragShader110Src =
// new
static const char *PassthroughVertShaderSrc =
"#if __VERSION__ >= 130\n"
"#define COMPAT_VARYING out\n"
"#define COMPAT_ATTRIBUTE in\n"
"#define COMPAT_TEXTURE texture\n"
"#else\n"
"#define COMPAT_VARYING varying \n"
"#define COMPAT_ATTRIBUTE attribute \n"
"#define COMPAT_TEXTURE texture2D\n"
"#endif\n"
"\n"
"#ifdef GL_ES\n"
"#define COMPAT_PRECISION mediump\n"
"#else\n"
"#define COMPAT_PRECISION\n"
"#endif\n"
"\n"
"COMPAT_ATTRIBUTE vec4 VertexCoord;\n"
"COMPAT_ATTRIBUTE vec4 COLOR;\n"
"COMPAT_ATTRIBUTE vec4 TexCoord;\n"
"COMPAT_VARYING vec4 COL0;\n"
"COMPAT_VARYING vec4 TEX0;\n"
"\n"
"#version 130\n"
"in vec4 VertexCoord;\n"
"in vec4 COLOR;\n"
"in vec4 TexCoord;\n"
"out vec4 COL0;\n"
"out vec4 TEX0;\n"
"uniform mat4 MVPMatrix;\n"
"\n"
"void main()\n"
@ -60,35 +44,16 @@ static const char *PassthroughVertShaderSrc =
static const char *PaletteFragShaderSrc =
"#if __VERSION__ >= 130\n"
"#define COMPAT_VARYING in\n"
"#define COMPAT_TEXTURE texture\n"
"#version 130\n"
"out vec4 FragColor;\n"
"#else\n"
"#define COMPAT_VARYING varying\n"
"#define FragColor gl_FragColor\n"
"#define COMPAT_TEXTURE texture2D\n"
"#endif\n"
"\n"
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#define COMPAT_PRECISION mediump\n"
"#else\n"
"#define COMPAT_PRECISION\n"
"#endif\n"
"\n"
"uniform sampler2D SurfaceTex;\n"
"uniform sampler2D PaletteTex;\n"
"COMPAT_VARYING vec4 TEX0;\n"
"in vec4 TEX0;\n"
"\n"
"void main()\n"
"{\n"
" vec4 paletteIndex = COMPAT_TEXTURE(SurfaceTex, TEX0.xy);\n"
" vec4 outTexel = COMPAT_TEXTURE(PaletteTex, vec2(paletteIndex.r, 0));\n"
" vec4 paletteIndex = texture(SurfaceTex, TEX0.xy);\n"
" vec4 outTexel = texture(PaletteTex, vec2(paletteIndex.r, 0));\n"
" FragColor = outTexel;\n"
"}\n";

View File

@ -171,9 +171,14 @@ static void BuildPrograms()
if (OpenGL_GotVersion3)
{
PaletteProgram = OpenGL_BuildProgram(PassthroughVertShaderSrc, PaletteFragShaderSrc);
ScaleProgram = OpenGL_BuildProgramFromFile(ddraw->shader);
if (PaletteProgram)
ScaleProgram = OpenGL_BuildProgramFromFile(ddraw->shader);
else
OpenGL_GotVersion3 = FALSE;
}
else if (OpenGL_GotVersion2)
if (OpenGL_GotVersion2 && !PaletteProgram)
{
PaletteProgram = OpenGL_BuildProgram(PassthroughVertShader110Src, PaletteFragShader110Src);
}