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131 lines
3.0 KiB
C
131 lines
3.0 KiB
C
#ifndef OPENGLSHADER_H
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#define OPENGLSHADER_H
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/* OpenGL 2.0 */
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const char PASSTHROUGH_VERT_SHADER_110[] =
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"#version 110\n"
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"varying vec2 TEX0; \n"
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"\n"
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"void main()\n"
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"{\n"
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" gl_Position = ftransform(); \n"
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" TEX0 = gl_MultiTexCoord0.xy; \n"
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"}\n";
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const char PALETTE_FRAG_SHADER_110[] =
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"#version 110\n"
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"uniform sampler2D SurfaceTex; \n"
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"uniform sampler2D PaletteTex; \n"
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"varying vec2 TEX0; \n"
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"\n"
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"void main()\n"
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"{\n"
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" vec4 pIndex = texture2D(SurfaceTex, TEX0); \n"
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" gl_FragColor = texture2D(PaletteTex, vec2(pIndex.r * (255.0/256.0) + (0.5/256.0), 0)); \n"
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"}\n";
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const char PASSTHROUGH_FRAG_SHADER_110[] =
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"#version 110\n"
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"uniform sampler2D SurfaceTex; \n"
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"varying vec2 TEX0; \n"
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"\n"
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"void main()\n"
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"{\n"
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" vec4 texel = texture2D(SurfaceTex, TEX0); \n"
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" gl_FragColor = texel; \n"
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"}\n";
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/* OpenGL 3.0 */
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const char PASSTHROUGH_VERT_SHADER[] =
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"#version 130\n"
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"in vec4 VertexCoord;\n"
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"in vec4 COLOR;\n"
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"in vec4 TexCoord;\n"
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"out vec4 COL0;\n"
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"out vec4 TEX0;\n"
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"uniform mat4 MVPMatrix;\n"
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"\n"
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"void main()\n"
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"{\n"
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" gl_Position = MVPMatrix * VertexCoord;\n"
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" COL0 = COLOR;\n"
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" TEX0.xy = TexCoord.xy;\n"
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"}\n";
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const char PALETTE_FRAG_SHADER[] =
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"#version 130\n"
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"out vec4 FragColor;\n"
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"uniform sampler2D SurfaceTex;\n"
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"uniform sampler2D PaletteTex;\n"
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"in vec4 TEX0;\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec4 pIndex = texture(SurfaceTex, TEX0.xy);\n"
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" FragColor = texture(PaletteTex, vec2(pIndex.r * (255.0/256.0) + (0.5/256.0), 0));\n"
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"}\n";
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const char PASSTHROUGH_FRAG_SHADER[] =
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"#version 130\n"
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"out vec4 FragColor;\n"
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"uniform sampler2D SurfaceTex;\n"
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"in vec4 TEX0;\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec4 texel = texture(SurfaceTex, TEX0.xy);\n"
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" FragColor = texel;\n"
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"}\n";
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/* OpenGL 3.2 (Core Profile) */
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const char PASSTHROUGH_VERT_SHADER_CORE[] =
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"#version 150\n"
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"in vec4 VertexCoord;\n"
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"in vec4 COLOR;\n"
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"in vec4 TexCoord;\n"
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"out vec4 COL0;\n"
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"out vec4 TEX0;\n"
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"uniform mat4 MVPMatrix;\n"
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"\n"
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"void main()\n"
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"{\n"
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" gl_Position = MVPMatrix * VertexCoord;\n"
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" COL0 = COLOR;\n"
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" TEX0.xy = TexCoord.xy;\n"
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"}\n";
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const char PALETTE_FRAG_SHADER_CORE[] =
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"#version 150\n"
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"out vec4 FragColor;\n"
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"uniform sampler2D SurfaceTex;\n"
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"uniform sampler2D PaletteTex;\n"
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"in vec4 TEX0;\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec4 pIndex = texture(SurfaceTex, TEX0.xy);\n"
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" FragColor = texture(PaletteTex, vec2(pIndex.r * (255.0/256.0) + (0.5/256.0), 0));\n"
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"}\n";
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const char PASSTHROUGH_FRAG_SHADER_CORE[] =
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"#version 150\n"
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"out vec4 FragColor;\n"
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"uniform sampler2D SurfaceTex;\n"
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"in vec4 TEX0;\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec4 texel = texture(SurfaceTex, TEX0.xy);\n"
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" FragColor = texel;\n"
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"}\n";
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#endif
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