#include "shader_CFluidPlaneShader.hpp" #include #include #define FOG_STRUCT_GLSL \ "struct Fog\n" \ "{\n" \ " vec4 color;\n" \ " float A;\n" \ " float B;\n" \ " float C;\n" \ " int mode;\n" \ " float indScale;\n" \ "};\n" #define FOG_ALGORITHM_GLSL \ "vec4 MainPostFunc(vec4 colorIn)\n" \ "{\n" \ " float fogZ;\n" \ " float fogF = clamp((fog.A / (fog.B - gl_FragCoord.z)) - fog.C, 0.0, 1.0);\n" \ " switch (fog.mode)\n" \ " {\n" \ " case 2:\n" \ " fogZ = fogF;\n" \ " break;\n" \ " case 4:\n" \ " fogZ = 1.0 - exp2(-8.0 * fogF);\n" \ " break;\n" \ " case 5:\n" \ " fogZ = 1.0 - exp2(-8.0 * fogF * fogF);\n" \ " break;\n" \ " case 6:\n" \ " fogZ = exp2(-8.0 * (1.0 - fogF));\n" \ " break;\n" \ " case 7:\n" \ " fogF = 1.0 - fogF;\n" \ " fogZ = exp2(-8.0 * fogF * fogF);\n" \ " break;\n" \ " default:\n" \ " fogZ = 0.0;\n" \ " break;\n" \ " }\n" \ "#if IS_ADDITIVE\n" \ " return vec4(mix(colorIn, vec4(0.0), clamp(fogZ, 0.0, 1.0)).rgb, colorIn.a);\n" \ "#else\n" \ " return vec4(mix(colorIn, fog.color, clamp(fogZ, 0.0, 1.0)).rgb, colorIn.a);\n" \ "#endif\n" \ "}\n" static const char* VS = "layout(location=0) in vec4 posIn;\n" "layout(location=1) in vec4 normalIn;\n" "layout(location=2) in vec4 binormalIn;\n" "layout(location=3) in vec4 tangentIn;\n" "layout(location=4) in vec4 colorIn;\n" "\n" "UBINDING0 uniform FluidPlaneUniform\n" "{\n" " mat4 mv;\n" " mat4 mvNorm;\n" " mat4 proj;\n" " mat4 texMtxs[6];\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " vec4 mvPos;\n" " vec4 mvNorm;\n" " vec4 mvBinorm;\n" " vec4 mvTangent;\n" " vec4 color;\n" " vec2 uvs[7];\n" "};\n" "\n" "SBINDING(0) out VertToFrag vtf;\n" "void main()\n" "{\n" " vec4 pos = vec4(posIn.xyz, 1.0);\n" " vtf.mvPos = mv * pos;\n" " gl_Position = proj * vtf.mvPos;\n" " vtf.mvNorm = mvNorm * normalIn;\n" " vtf.mvBinorm = mvNorm * binormalIn;\n" " vtf.mvTangent = mvNorm * tangentIn;\n" " vtf.color = vec4(colorIn.xyz, 1.0);\n" " vtf.uvs[0] = (texMtxs[0] * pos).xy;\n" " vtf.uvs[1] = (texMtxs[1] * pos).xy;\n" " vtf.uvs[2] = (texMtxs[2] * pos).xy;\n" " ADDITIONAL_TCGS\n" // Additional TCGs here "}\n"; static const char* TessVS = "layout(location=0) in vec4 posIn;\n" "layout(location=1) in vec4 outerLevelsIn;\n" "layout(location=2) in vec2 innerLevelsIn;\n" "\n" "struct VertToControl\n" "{\n" " vec4 minMaxPos;\n" " vec4 outerLevels;\n" " vec2 innerLevels;\n" "};\n" "\n" "SBINDING(0) out VertToControl vtc;\n" "\n" "void main()\n" "{\n" " vtc.minMaxPos = posIn;\n" " vtc.outerLevels = outerLevelsIn;\n" " vtc.innerLevels = innerLevelsIn;\n" "}\n"; static const char* TessCS = "#extension GL_ARB_tessellation_shader: enable\n" "layout(vertices = 1) out;\n" "\n" "struct VertToControl\n" "{\n" " vec4 minMaxPos;\n" " vec4 outerLevels;\n" " vec2 innerLevels;\n" "};\n" "\n" "SBINDING(0) in VertToControl vtc[];\n" "SBINDING(0) patch out vec4 minMaxPos;\n" "\n" "void main()\n" "{\n" " minMaxPos = vtc[gl_InvocationID].minMaxPos;\n" " for (int i=0 ; i<4 ; ++i)\n" " gl_TessLevelOuter[i] = vtc[gl_InvocationID].outerLevels[i];\n" " for (int i=0 ; i<2 ; ++i)\n" " gl_TessLevelInner[i] = vtc[gl_InvocationID].innerLevels[i];\n" "}"; static const char* TessES = "#extension GL_ARB_tessellation_shader: enable\n" "layout(quads, equal_spacing) in;\n" "\n" "struct Ripple\n" "{\n" " vec4 center; // time, distFalloff\n" " vec4 params; // amplitude, lookupPhase, lookupTime\n" "};\n" "\n" "UBINDING0 uniform FluidPlaneUniform\n" "{\n" " mat4 mv;\n" " mat4 mvNorm;\n" " mat4 proj;\n" " mat4 texMtxs[6];\n" " Ripple ripples[20];\n" " vec4 colorMul;\n" " float rippleNormResolution;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " vec4 mvPos;\n" " vec4 mvNorm;\n" " vec4 mvBinorm;\n" " vec4 mvTangent;\n" " vec4 color;\n" " vec2 uvs[7];\n" "};\n" "\n" "SBINDING(0) patch in vec4 minMaxPos;\n" "SBINDING(0) out VertToFrag vtf;\n" "\n" "RIPPLE_TEXTURE_BINDING uniform sampler2D RippleMap;\n" "\n" "const float PI_X2 = 6.283185307179586;\n" "\n" "void ApplyRipple(in Ripple ripple, in vec2 pos, inout float height)\n" "{\n" " float dist = length(ripple.center.xy - pos);\n" " float rippleV = textureLod(RippleMap, vec2(dist * ripple.center.w, ripple.center.z), 0.0).r;\n" " height += rippleV * ripple.params.x * sin((dist * ripple.params.y + ripple.params.z) * PI_X2);\n" "}\n" "\n" "void main()\n" "{\n" " vec2 posIn = vec2(mix(minMaxPos.x, minMaxPos.z, gl_TessCoord.x),\n" " mix(minMaxPos.y, minMaxPos.w, gl_TessCoord.y));\n" " float height = 0.0;\n" " float upHeight = 0.0;\n" " float downHeight = 0.0;\n" " float rightHeight = 0.0;\n" " float leftHeight = 0.0;\n" " for (int i=0 ; i<20 ; ++i)\n" " {\n" " ApplyRipple(ripples[i], posIn, height);\n" " ApplyRipple(ripples[i], posIn + vec2(0.0, rippleNormResolution), upHeight);\n" " ApplyRipple(ripples[i], posIn - vec2(0.0, rippleNormResolution), downHeight);\n" " ApplyRipple(ripples[i], posIn + vec2(rippleNormResolution, 0.0), rightHeight);\n" " ApplyRipple(ripples[i], posIn - vec2(rippleNormResolution, 0.0), leftHeight);\n" " }\n" " vec4 normalIn = vec4(normalize(vec3((leftHeight - rightHeight),\n" " (downHeight - upHeight),\n" " rippleNormResolution)), 1.0);\n" " vec4 binormalIn = vec4(normalIn.x, normalIn.z, -normalIn.y, 1.0);\n" " vec4 tangentIn = vec4(normalIn.z, normalIn.y, -normalIn.x, 1.0);\n" " vec4 pos = vec4(posIn, height, 1.0);\n" " vtf.mvPos = mv * pos;\n" " gl_Position = proj * vtf.mvPos;\n" " vtf.mvNorm = mvNorm * normalIn;\n" " vtf.mvBinorm = mvNorm * binormalIn;\n" " vtf.mvTangent = mvNorm * tangentIn;\n" " vtf.color = max(height, 0.0) * colorMul;\n" " vtf.color.a = 1.0;\n" " vtf.uvs[0] = (texMtxs[0] * pos).xy;\n" " vtf.uvs[1] = (texMtxs[1] * pos).xy;\n" " vtf.uvs[2] = (texMtxs[2] * pos).xy;\n" " ADDITIONAL_TCGS\n" // Additional TCGs here "}\n"; static const char* FS = "struct Light\n" "{\n" " vec4 pos;\n" " vec4 dir;\n" " vec4 color;\n" " vec4 linAtt;\n" " vec4 angAtt;\n" "};\n" FOG_STRUCT_GLSL "\n" "UBINDING2 uniform LightingUniform\n" "{\n" " Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n" " vec4 ambient;\n" " vec4 kColor0;\n" " vec4 kColor1;\n" " vec4 kColor2;\n" " vec4 kColor3;\n" " vec4 addColor;\n" " Fog fog;\n" "};\n" "\n" "vec4 LightingFunc(vec3 mvPosIn, vec3 mvNormIn)\n" "{\n" " vec4 ret = ambient;\n" " \n" " for (int i=0 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n" " {\n" " vec3 delta = mvPosIn - lights[i].pos.xyz;\n" " float dist = length(delta);\n" " vec3 deltaNorm = delta / dist;\n" " float angDot = max(dot(deltaNorm, lights[i].dir.xyz), 0.0);\n" " float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n" " lights[i].linAtt[1] * dist +\n" " lights[i].linAtt[0]);\n" " float angAtt = lights[i].angAtt[2] * angDot * angDot +\n" " lights[i].angAtt[1] * angDot +\n" " lights[i].angAtt[0];\n" " ret += lights[i].color * angAtt * att * max(dot(-deltaNorm, mvNormIn), 0.0);\n" " }\n" " \n" " return clamp(ret, 0.0, 1.0);\n" "}\n" "\n" "struct VertToFrag\n" "{\n" " vec4 mvPos;\n" " vec4 mvNorm;\n" " vec4 mvBinorm;\n" " vec4 mvTangent;\n" " vec4 color;\n" " vec2 uvs[7];\n" "};\n" "\n" "SBINDING(0) in VertToFrag vtf;\n" FOG_ALGORITHM_GLSL "\n" "layout(location=0) out vec4 colorOut;\n" "TEXTURE_DECLS\n" // Textures here "void main()\n" "{\n" " vec4 lighting = LightingFunc(vtf.mvPos.xyz, normalize(vtf.mvNorm.xyz));\n" " COMBINER_EXPRS\n" // Combiner expression here " colorOut = MainPostFunc(colorOut);\n" "}\n"; static const char* FSDoor = "\n" "struct Light\n" "{\n" " vec4 pos;\n" " vec4 dir;\n" " vec4 color;\n" " vec4 linAtt;\n" " vec4 angAtt;\n" "};\n" FOG_STRUCT_GLSL "\n" "UBINDING2 uniform LightingUniform\n" "{\n" " Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n" " vec4 ambient;\n" " vec4 kColor0;\n" " vec4 kColor1;\n" " vec4 kColor2;\n" " vec4 kColor3;\n" " vec4 addColor;\n" " Fog fog;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " vec4 mvPos;\n" " vec4 mvNorm;\n" " vec4 mvBinorm;\n" " vec4 mvTangent;\n" " vec4 color;\n" " vec2 uvs[7];\n" "};\n" FOG_ALGORITHM_GLSL "\n" "SBINDING(0) in VertToFrag vtf;\n" "layout(location=0) out vec4 colorOut;\n" "TEXTURE_DECLS\n" // Textures here "void main()\n" "{\n" " COMBINER_EXPRS\n" // Combiner expression here " colorOut = MainPostFunc(colorOut);\n" "}\n"; static std::string _BuildFS(const SFluidPlaneShaderInfo& info) { std::stringstream out; int nextTex = 0; int nextTCG = 3; int bumpMapUv, envBumpMapUv, envMapUv, lightmapUv; out << "#define TEXTURE_DECLS "; if (info.m_hasPatternTex1) fmt::print(out, fmt("TBINDING{} uniform sampler2D patternTex1;"), nextTex++); if (info.m_hasPatternTex2) fmt::print(out, fmt("TBINDING{} uniform sampler2D patternTex2;"), nextTex++); if (info.m_hasColorTex) fmt::print(out, fmt("TBINDING{} uniform sampler2D colorTex;"), nextTex++); if (info.m_hasBumpMap) fmt::print(out, fmt("TBINDING{} uniform sampler2D bumpMap;"), nextTex++); if (info.m_hasEnvMap) fmt::print(out, fmt("TBINDING{} uniform sampler2D envMap;"), nextTex++); if (info.m_hasEnvBumpMap) fmt::print(out, fmt("TBINDING{} uniform sampler2D envBumpMap;"), nextTex++); if (info.m_hasLightmap) fmt::print(out, fmt("TBINDING{} uniform sampler2D lightMap;"), nextTex++); out << '\n'; if (info.m_hasBumpMap) bumpMapUv = nextTCG++; if (info.m_hasEnvBumpMap) envBumpMapUv = nextTCG++; if (info.m_hasEnvMap) envMapUv = nextTCG++; if (info.m_hasLightmap) lightmapUv = nextTCG; out << "#define COMBINER_EXPRS "; switch (info.m_type) { case EFluidType::NormalWater: case EFluidType::PhazonFluid: case EFluidType::Four: if (info.m_hasLightmap) { fmt::print(out, fmt("vec4 lightMapTexel = texture(lightMap, vtf.uvs[{}]);"), lightmapUv); // 0: Tex4TCG, Tex4, doubleLightmapBlend ? NULL : GX_COLOR1A1 // ZERO, TEX, KONST, doubleLightmapBlend ? ZERO : RAS // Output reg 2 // KColor 2 if (info.m_doubleLightmapBlend) { // 1: Tex4TCG2, Tex4, GX_COLOR1A1 // C2, TEX, KONST, RAS // Output reg 2 // KColor 3 // Tex * K2 + Lighting out << "lighting += mix(lightMapTexel * kColor2, lightMapTexel, kColor3);"; } else { // mix(Tex * K2, Tex, K3) + Lighting out << "lighting += lightMapTexel * kColor2;"; } } // Next: Tex0TCG, Tex0, GX_COLOR1A1 // ZERO, TEX, KONST, RAS // Output reg prev // KColor 0 // Next: Tex1TCG, Tex1, GX_COLOR0A0 // ZERO, TEX, PREV, RAS // Output reg prev // Next: Tex2TCG, Tex2, GX_COLOR1A1 // ZERO, TEX, hasTex4 ? C2 : RAS, PREV // Output reg prev // (Tex0 * kColor0 + Lighting) * Tex1 + VertColor + Tex2 * Lighting if (info.m_hasPatternTex2) { if (info.m_hasPatternTex1) out << "colorOut = (texture(patternTex1, vtf.uvs[0]) * kColor0 + lighting) * " "texture(patternTex2, vtf.uvs[1]) + vtf.color;"; else out << "colorOut = lighting * texture(patternTex2, vtf.uvs[1]) + vtf.color;"; } else { out << "colorOut = vtf.color;"; } if (info.m_hasColorTex && !info.m_hasEnvMap && info.m_hasEnvBumpMap) { // Make previous stage indirect, mtx0 fmt::print(out, fmt( "vec2 indUvs = (texture(envBumpMap, vtf.uvs[{}]).ra - vec2(0.5, 0.5)) * " "vec2(fog.indScale, -fog.indScale);"), envBumpMapUv); out << "colorOut += texture(colorTex, indUvs + vtf.uvs[2]) * lighting;"; } else if (info.m_hasEnvMap) { // Next: envTCG, envTex, NULL // PREV, TEX, KONST, ZERO // Output reg prev // KColor 1 // Make previous stage indirect, mtx0 if (info.m_hasColorTex) out << "colorOut += texture(colorTex, vtf.uvs[2]) * lighting;"; fmt::print(out, fmt( "vec2 indUvs = (texture(envBumpMap, vtf.uvs[{}]).ra - vec2(0.5, 0.5)) * " "vec2(fog.indScale, -fog.indScale);"), envBumpMapUv); fmt::print(out, fmt("colorOut = mix(colorOut, texture(envMap, indUvs + vtf.uvs[{}]), kColor1);"), envMapUv); } else if (info.m_hasColorTex) { out << "colorOut += texture(colorTex, vtf.uvs[2]) * lighting;"; } break; case EFluidType::PoisonWater: if (info.m_hasLightmap) { fmt::print(out, fmt("vec4 lightMapTexel = texture(lightMap, vtf.uvs[{}]);"), lightmapUv); // 0: Tex4TCG, Tex4, doubleLightmapBlend ? NULL : GX_COLOR1A1 // ZERO, TEX, KONST, doubleLightmapBlend ? ZERO : RAS // Output reg 2 // KColor 2 if (info.m_doubleLightmapBlend) { // 1: Tex4TCG2, Tex4, GX_COLOR1A1 // C2, TEX, KONST, RAS // Output reg 2 // KColor 3 // Tex * K2 + Lighting out << "lighting += mix(lightMapTexel * kColor2, lightMapTexel, kColor3);"; } else { // mix(Tex * K2, Tex, K3) + Lighting out << "lighting += lightMapTexel * kColor2;"; } } // Next: Tex0TCG, Tex0, GX_COLOR1A1 // ZERO, TEX, KONST, RAS // Output reg prev // KColor 0 // Next: Tex1TCG, Tex1, GX_COLOR0A0 // ZERO, TEX, PREV, RAS // Output reg prev // Next: Tex2TCG, Tex2, GX_COLOR1A1 // ZERO, TEX, hasTex4 ? C2 : RAS, PREV // Output reg prev // (Tex0 * kColor0 + Lighting) * Tex1 + VertColor + Tex2 * Lighting if (info.m_hasPatternTex2) { if (info.m_hasPatternTex1) out << "colorOut = (texture(patternTex1, vtf.uvs[0]) * kColor0 + lighting) * " "texture(patternTex2, vtf.uvs[1]) + vtf.color;"; else out << "colorOut = lighting * texture(patternTex2, vtf.uvs[1]) + vtf.color;"; } else { out << "colorOut = vtf.color;"; } if (info.m_hasColorTex) { if (info.m_hasEnvBumpMap) { // Make previous stage indirect, mtx0 fmt::print(out, fmt( "vec2 indUvs = (texture(envBumpMap, vtf.uvs[{}]).ra - vec2(0.5, 0.5)) * " "vec2(fog.indScale, -fog.indScale);"), envBumpMapUv); out << "colorOut += texture(colorTex, indUvs + vtf.uvs[2]) * lighting;"; } else { out << "colorOut += texture(colorTex, vtf.uvs[2]) * lighting;"; } } break; case EFluidType::Lava: // 0: Tex0TCG, Tex0, GX_COLOR0A0 // ZERO, TEX, KONST, RAS // Output reg prev // KColor 0 // 1: Tex1TCG, Tex1, GX_COLOR0A0 // ZERO, TEX, PREV, RAS // Output reg prev // 2: Tex2TCG, Tex2, NULL // ZERO, TEX, ONE, PREV // Output reg prev // (Tex0 * kColor0 + VertColor) * Tex1 + VertColor + Tex2 if (info.m_hasPatternTex2) { if (info.m_hasPatternTex1) out << "colorOut = (texture(patternTex1, vtf.uvs[0]) * kColor0 + vtf.color) * " "texture(patternTex2, vtf.uvs[1]) + vtf.color;"; else out << "colorOut = vtf.color * texture(patternTex2, vtf.uvs[1]) + vtf.color;"; } else { out << "colorOut = vtf.color;"; } if (info.m_hasColorTex) out << "colorOut += texture(colorTex, vtf.uvs[2]);"; if (info.m_hasBumpMap) { // 3: bumpMapTCG, bumpMap, NULL // ZERO, TEX, ONE, HALF // Output reg 0, no clamp, no bias // 4: bumpMapTCG2, bumpMap, NULL // ZERO, TEX, ONE, C0 // Output reg 0, subtract, clamp, no bias out << "vec3 lightVec = lights[3].pos.xyz - vtf.mvPos.xyz;" "float lx = dot(vtf.mvTangent.xyz, lightVec);" "float ly = dot(vtf.mvBinorm.xyz, lightVec);"; fmt::print(out, fmt( "vec4 emboss1 = texture(bumpMap, vtf.uvs[{}]) + vec4(0.5);" "vec4 emboss2 = texture(bumpMap, vtf.uvs[{}] + vec2(lx, ly));"), bumpMapUv, bumpMapUv); // 5: NULL, NULL, NULL // ZERO, PREV, C0, ZERO // Output reg prev, scale 2, clamp // colorOut * clamp(emboss1 + 0.5 - emboss2, 0.0, 1.0) * 2.0 out << "colorOut *= clamp((emboss1 + vec4(0.5) - emboss2) * vec4(2.0), vec4(0.0), vec4(1.0));"; } break; case EFluidType::ThickLava: // 0: Tex0TCG, Tex0, GX_COLOR0A0 // ZERO, TEX, KONST, RAS // Output reg prev // KColor 0 // 1: Tex1TCG, Tex1, GX_COLOR0A0 // ZERO, TEX, PREV, RAS // Output reg prev // 2: Tex2TCG, Tex2, NULL // ZERO, TEX, ONE, PREV // Output reg prev // (Tex0 * kColor0 + VertColor) * Tex1 + VertColor + Tex2 if (info.m_hasPatternTex2) { if (info.m_hasPatternTex1) out << "colorOut = (texture(patternTex1, vtf.uvs[0]) * kColor0 + vtf.color) * " "texture(patternTex2, vtf.uvs[1]) + vtf.color;"; else out << "colorOut = vtf.color * texture(patternTex2, vtf.uvs[1]) + vtf.color;"; } else { out << "colorOut = vtf.color;"; } if (info.m_hasColorTex) out << "colorOut += texture(colorTex, vtf.uvs[2]);"; if (info.m_hasBumpMap) { // 3: bumpMapTCG, bumpMap, NULL // ZERO, TEX, PREV, ZERO // Output reg prev, scale 2 fmt::print(out, fmt("vec4 emboss1 = texture(bumpMap, vtf.uvs[{}]) + vec4(0.5);"), bumpMapUv); out << "colorOut *= emboss1 * vec4(2.0);"; } break; } out << "colorOut.a = kColor0.a;\n"; out << "#define IS_ADDITIVE " << int(info.m_additive) << '\n'; out << FS; return out.str(); } static void _BuildAdditionalTCGs(std::stringstream& out, const SFluidPlaneShaderInfo& info) { int nextTCG = 3; int nextMtx = 4; out << "#define ADDITIONAL_TCGS "; if (info.m_hasBumpMap) fmt::print(out, fmt("vtf.uvs[{}] = (texMtxs[0] * pos).xy;"), nextTCG++); if (info.m_hasEnvBumpMap) fmt::print(out, fmt("vtf.uvs[{}] = (texMtxs[3] * vec4(normalIn.xyz, 1.0)).xy;"), nextTCG++); if (info.m_hasEnvMap) fmt::print(out, fmt("vtf.uvs[{}] = (texMtxs[{}] * pos).xy;"), nextTCG++, nextMtx++); if (info.m_hasLightmap) fmt::print(out, fmt("vtf.uvs[{}] = (texMtxs[{}] * pos).xy;"), nextTCG, nextMtx); out << '\n'; } static std::string _BuildVS(const SFluidPlaneShaderInfo& info, bool tessellation) { if (tessellation) return TessVS; std::stringstream out; _BuildAdditionalTCGs(out, info); out << VS; return out.str(); } template <> std::string StageObject_CFluidPlaneShader::BuildShader( const SFluidPlaneShaderInfo& in, bool tessellation) { return _BuildVS(in, tessellation); } template <> std::string StageObject_CFluidPlaneShader::BuildShader( const SFluidPlaneShaderInfo& in, bool tessellation) { return _BuildVS(in, tessellation); } template <> std::string StageObject_CFluidPlaneShader::BuildShader( const SFluidPlaneShaderInfo& in, bool tessellation) { return _BuildVS(in, tessellation); } template <> std::string StageObject_CFluidPlaneShader::BuildShader( const SFluidPlaneShaderInfo& in, bool tessellation) { return _BuildFS(in); } template <> std::string StageObject_CFluidPlaneShader::BuildShader( const SFluidPlaneShaderInfo& in, bool tessellation) { return _BuildFS(in); } template <> std::string StageObject_CFluidPlaneShader::BuildShader( const SFluidPlaneShaderInfo& in, bool tessellation) { return _BuildFS(in); } template <> std::string StageObject_CFluidPlaneShader::BuildShader( const SFluidPlaneShaderInfo& in, bool tessellation) { return TessCS; } template <> std::string StageObject_CFluidPlaneShader::BuildShader( const SFluidPlaneShaderInfo& in, bool tessellation) { return TessCS; } template <> std::string StageObject_CFluidPlaneShader::BuildShader( const SFluidPlaneShaderInfo& in, bool tessellation) { return TessCS; } static std::string BuildES(const SFluidPlaneShaderInfo& info) { int nextTex = 0; if (info.m_hasPatternTex1) nextTex++; if (info.m_hasPatternTex2) nextTex++; if (info.m_hasColorTex) nextTex++; if (info.m_hasBumpMap) nextTex++; if (info.m_hasEnvMap) nextTex++; if (info.m_hasEnvBumpMap) nextTex++; if (info.m_hasLightmap) nextTex++; std::stringstream out; _BuildAdditionalTCGs(out, info); out << "#define RIPPLE_TEXTURE_BINDING TBINDING" << nextTex << '\n'; out << TessES; return out.str(); } template <> std::string StageObject_CFluidPlaneShader::BuildShader( const SFluidPlaneShaderInfo& in, bool tessellation) { return BuildES(in); } template <> std::string StageObject_CFluidPlaneShader::BuildShader( const SFluidPlaneShaderInfo& in, bool tessellation) { return BuildES(in); } template <> std::string StageObject_CFluidPlaneShader::BuildShader( const SFluidPlaneShaderInfo& in, bool tessellation) { return BuildES(in); } static std::string _BuildVS(const SFluidPlaneDoorShaderInfo& info) { std::stringstream out; out << "#define ADDITIONAL_TCGS\n"; out << VS; return out.str(); } static std::string _BuildFS(const SFluidPlaneDoorShaderInfo& info) { int nextTex = 0; std::stringstream out; out << "#define TEXTURE_DECLS "; if (info.m_hasPatternTex1) fmt::print(out, fmt("TBINDING{} uniform sampler2D patternTex1;"), nextTex++); if (info.m_hasPatternTex2) fmt::print(out, fmt("TBINDING{} uniform sampler2D patternTex2;"), nextTex++); if (info.m_hasColorTex) fmt::print(out, fmt("TBINDING{} uniform sampler2D colorTex;"), nextTex++); out << '\n'; // Tex0 * kColor0 * Tex1 + Tex2 out << "#define COMBINER_EXPRS "; if (info.m_hasPatternTex1 && info.m_hasPatternTex2) { out << "colorOut = texture(patternTex1, vtf.uvs[0]) * kColor0 * " "texture(patternTex2, vtf.uvs[1]);"; } else { out << "colorOut = vec4(0.0);"; } if (info.m_hasColorTex) { out << "colorOut += texture(colorTex, vtf.uvs[2]);"; } out << "colorOut.a = kColor0.a;\n"; out << "#define IS_ADDITIVE 0\n"; out << FSDoor; return out.str(); } template <> std::string StageObject_CFluidPlaneDoorShader::BuildShader( const SFluidPlaneDoorShaderInfo& in) { return _BuildVS(in); } template <> std::string StageObject_CFluidPlaneDoorShader::BuildShader( const SFluidPlaneDoorShaderInfo& in) { return _BuildVS(in); } template <> std::string StageObject_CFluidPlaneDoorShader::BuildShader( const SFluidPlaneDoorShaderInfo& in) { return _BuildVS(in); } template <> std::string StageObject_CFluidPlaneDoorShader::BuildShader( const SFluidPlaneDoorShaderInfo& in) { return _BuildFS(in); } template <> std::string StageObject_CFluidPlaneDoorShader::BuildShader( const SFluidPlaneDoorShaderInfo& in) { return _BuildFS(in); } template <> std::string StageObject_CFluidPlaneDoorShader::BuildShader( const SFluidPlaneDoorShaderInfo& in) { return _BuildFS(in); }