Rename vk uniforms to match the other backends

This commit is contained in:
Henrik Rydgård 2020-10-17 07:57:32 +02:00
parent d738c9b784
commit 391d2ea73d
4 changed files with 94 additions and 100 deletions

View File

@ -46,30 +46,30 @@ struct UB_VS_FS_Base {
};
static const char *ub_baseStr =
R"( mat4 proj_mtx;
mat4 proj_through_mtx;
mat3x4 view_mtx;
mat3x4 world_mtx;
mat3x4 tex_mtx;
vec4 uvscaleoffset;
vec4 depthRange;
vec2 fogcoef;
float stencilReplace;
vec4 matambientalpha;
uint spline_counts;
uint depal_mask_shift_off_fmt;
int pad2;
int pad3;
vec4 cullRangeMin;
vec4 cullRangeMax;
vec3 fogcolor;
vec3 texenv;
ivec4 alphacolorref;
ivec4 alphacolormask;
vec3 blendFixA;
vec3 blendFixB;
vec4 texclamp;
vec2 texclampoff;
R"( mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_tex;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec2 u_fogcoef;
float u_stencilReplaceValue;
vec4 u_matambientalpha;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
int u_pad2;
int u_pad3;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
vec3 u_fogcolor;
vec3 u_texenv;
ivec4 u_alphacolorref;
ivec4 u_alphacolormask;
vec3 u_blendFixA;
vec3 u_blendFixB;
vec4 u_texclamp;
vec2 u_texclampoff;
)";
// HLSL code is shared so these names are changed to match those in DX9.
@ -118,16 +118,16 @@ struct UB_VS_Lights {
static const char *ub_vs_lightsStr =
R"( vec4 u_ambient;
vec3 matdiffuse;
vec4 matspecular;
vec3 matemissive;
vec3 pos[4];
vec3 dir[4];
vec3 att[4];
vec2 angle_spotCoef[4];
vec3 ambient[4];
vec3 diffuse[4];
vec3 specular[4];
vec3 u_matdiffuse;
vec4 u_matspecular;
vec3 u_matemissive;
vec3 u_lightpos[4];
vec3 u_lightdir[4];
vec3 u_lightatt[4];
vec2 u_lightangle_spotCoef[4];
vec3 u_lightambient[4];
vec3 u_lightdiffuse[4];
vec3 u_lightspecular[4];
)";
// HLSL code is shared so these names are changed to match those in DX9.
@ -167,13 +167,13 @@ R"( float4 u_ambient;
)";
// With some cleverness, we could get away with uploading just half this when only the four or five first
// bones are being used. This is 512b, 256b would be great.
// bones are being used. This is 384b.
struct UB_VS_Bones {
float bones[8][12];
};
static const char *ub_vs_bonesStr =
R"( mat3x4 m[8];
R"( mat3x4 u_bone[8];
)";
// HLSL code is shared so these names are changed to match those in DX9.

View File

@ -33,6 +33,7 @@
#include "GPU/GLES/ShaderManagerGLES.h"
#include "GPU/Common/ShaderId.h"
#include "GPU/Common/VertexDecoderCommon.h"
#include "GPU/Common/VertexShaderGeneratorCommon.h"
#undef WRITE
@ -62,13 +63,6 @@ static const char * const boneWeightInDecl[9] = {
"in mediump vec4 w1, w2;\n",
};
enum DoLightComputation {
LIGHT_OFF,
LIGHT_SHADE,
LIGHT_FULL,
};
// Depth range and viewport
//
// After the multiplication with the projection matrix, we have a 4D vector in clip space.

View File

@ -93,7 +93,7 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer, uint32_
WRITE(p, "layout (depth_unchanged) out float gl_FragDepth;\n");
}
WRITE(p, "layout (std140, set = 0, binding = 3) uniform baseUBO {\n%s} base;\n", ub_baseStr);
WRITE(p, "layout (std140, set = 0, binding = 3) uniform baseUBO {\n%s};\n", ub_baseStr);
if (doTexture) {
WRITE(p, "layout (binding = 0) uniform sampler2D tex;\n");
}
@ -167,18 +167,18 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer, uint32_
std::string modulo = (gl_extensions.bugs & BUG_PVR_SHADER_PRECISION_BAD) ? "mymod" : "mod";
if (id.Bit(FS_BIT_CLAMP_S)) {
ucoord = "clamp(" + ucoord + ", base.texclamp.z, base.texclamp.x - base.texclamp.z)";
ucoord = "clamp(" + ucoord + ", u_texclamp.z, u_texclamp.x - u_texclamp.z)";
} else {
ucoord = modulo + "(" + ucoord + ", base.texclamp.x)";
ucoord = modulo + "(" + ucoord + ", u_texclamp.x)";
}
if (id.Bit(FS_BIT_CLAMP_T)) {
vcoord = "clamp(" + vcoord + ", base.texclamp.w, base.texclamp.y - base.texclamp.w)";
vcoord = "clamp(" + vcoord + ", u_texclamp.w, u_texclamp.y - u_texclamp.w)";
} else {
vcoord = modulo + "(" + vcoord + ", base.texclamp.y)";
vcoord = modulo + "(" + vcoord + ", u_texclamp.y)";
}
if (textureAtOffset) {
ucoord = "(" + ucoord + " + base.texclampoff.x)";
vcoord = "(" + vcoord + " + base.texclampoff.y)";
ucoord = "(" + ucoord + " + u_texclampoff.x)";
vcoord = "(" + vcoord + " + u_texclampoff.y)";
}
WRITE(p, " vec2 fixedcoord = vec2(%s, %s);\n", ucoord.c_str(), vcoord.c_str());
@ -203,7 +203,7 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer, uint32_
}
WRITE(p, " vec2 tsize = textureSize(tex, 0);\n");
WRITE(p, " vec2 fraction;\n");
WRITE(p, " bool bilinear = (base.depal_mask_shift_off_fmt >> 31) != 0;\n");
WRITE(p, " bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0;\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " uv_round = uv * tsize - vec2(0.5, 0.5);\n");
WRITE(p, " fraction = fract(uv_round);\n");
@ -215,10 +215,10 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer, uint32_
WRITE(p, " vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0));\n");
WRITE(p, " vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1));\n");
WRITE(p, " vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1));\n");
WRITE(p, " uint depalMask = (base.depal_mask_shift_off_fmt & 0xFF);\n");
WRITE(p, " uint depalShift = (base.depal_mask_shift_off_fmt >> 8) & 0xFF;\n");
WRITE(p, " uint depalOffset = ((base.depal_mask_shift_off_fmt >> 16) & 0xFF) << 4;\n");
WRITE(p, " uint depalFmt = (base.depal_mask_shift_off_fmt >> 24) & 0x3;\n");
WRITE(p, " uint depalMask = (u_depal_mask_shift_off_fmt & 0xFF);\n");
WRITE(p, " uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFF;\n");
WRITE(p, " uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFF) << 4;\n");
WRITE(p, " uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3;\n");
WRITE(p, " uvec4 col; uint index0; uint index1; uint index2; uint index3;\n");
WRITE(p, " switch (depalFmt) {\n"); // We might want to include fmt in the shader ID if this is a performance issue.
WRITE(p, " case 0:\n"); // 565
@ -299,7 +299,7 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer, uint32_
break;
case GE_TEXFUNC_BLEND:
WRITE(p, " vec4 v = vec4(mix(p.rgb, base.texenv.rgb, t.rgb), p.a * t.a)%s;\n", secondary);
WRITE(p, " vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a * t.a)%s;\n", secondary);
break;
case GE_TEXFUNC_REPLACE:
@ -326,7 +326,7 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer, uint32_
break;
case GE_TEXFUNC_BLEND:
WRITE(p, " vec4 v = vec4(mix(p.rgb, base.texenv.rgb, t.rgb), p.a)%s;\n", secondary);
WRITE(p, " vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a)%s;\n", secondary);
break;
case GE_TEXFUNC_REPLACE:
@ -374,7 +374,7 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer, uint32_
} else {
const char *alphaTestFuncs[] = { "#", "#", " != ", " == ", " >= ", " > ", " <= ", " < " };
if (alphaTestFuncs[alphaTestFunc][0] != '#') {
WRITE(p, " if ((roundAndScaleTo255i(v.a) & base.alphacolormask.a) %s base.alphacolorref.a) %s\n", alphaTestFuncs[alphaTestFunc], discardStatement);
WRITE(p, " if ((roundAndScaleTo255i(v.a) & u_alphacolormask.a) %s u_alphacolorref.a) %s\n", alphaTestFuncs[alphaTestFunc], discardStatement);
} else {
// This means NEVER. See above.
WRITE(p, " %s\n", discardStatement);
@ -384,7 +384,7 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer, uint32_
if (enableFog) {
WRITE(p, " float fogCoef = clamp(v_fogdepth, 0.0, 1.0);\n");
WRITE(p, " v = mix(vec4(base.fogcolor, v.a), v, fogCoef);\n");
WRITE(p, " v = mix(vec4(u_fogcolor, v.a), v, fogCoef);\n");
// WRITE(p, " v.x = v_depth;\n");
}
@ -407,7 +407,7 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer, uint32_
const char *colorTestFuncs[] = { "#", "#", " != ", " == " };
if (colorTestFuncs[colorTestFunc][0] != '#') {
WRITE(p, " ivec3 v_scaled = roundAndScaleTo255iv(v.rgb);\n");
WRITE(p, " if ((v_scaled & base.alphacolormask.rgb) %s (base.alphacolorref.rgb & base.alphacolormask.rgb)) %s\n", colorTestFuncs[colorTestFunc], discardStatement);
WRITE(p, " if ((v_scaled & u_alphacolormask.rgb) %s (u_alphacolorref.rgb & u_alphacolormask.rgb)) %s\n", colorTestFuncs[colorTestFunc], discardStatement);
} else {
WRITE(p, " %s\n", discardStatement);
}
@ -431,7 +431,7 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer, uint32_
case GE_SRCBLEND_DOUBLEINVSRCALPHA: srcFactor = "vec3(1.0 - v.a * 2.0)"; break;
case GE_SRCBLEND_DOUBLEDSTALPHA: srcFactor = "ERROR"; break;
case GE_SRCBLEND_DOUBLEINVDSTALPHA: srcFactor = "ERROR"; break;
case GE_SRCBLEND_FIXA: srcFactor = "base.blendFixA"; break;
case GE_SRCBLEND_FIXA: srcFactor = "u_blendFixA"; break;
}
WRITE(p, " v.rgb = v.rgb * %s;\n", srcFactor);
@ -454,7 +454,7 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer, uint32_
case GE_SRCBLEND_DOUBLEINVSRCALPHA: srcFactor = "vec3(1.0 - v.a * 2.0)"; break;
case GE_SRCBLEND_DOUBLEDSTALPHA: srcFactor = "vec3(destColor.a * 2.0)"; break;
case GE_SRCBLEND_DOUBLEINVDSTALPHA: srcFactor = "vec3(1.0 - destColor.a * 2.0)"; break;
case GE_SRCBLEND_FIXA: srcFactor = "base.blendFixA"; break;
case GE_SRCBLEND_FIXA: srcFactor = "u_blendFixA"; break;
}
switch (replaceBlendFuncB) {
case GE_DSTBLEND_SRCCOLOR: dstFactor = "v.rgb"; break;
@ -467,7 +467,7 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer, uint32_
case GE_DSTBLEND_DOUBLEINVSRCALPHA: dstFactor = "vec3(1.0 - v.a * 2.0)"; break;
case GE_DSTBLEND_DOUBLEDSTALPHA: dstFactor = "vec3(destColor.a * 2.0)"; break;
case GE_DSTBLEND_DOUBLEINVDSTALPHA: dstFactor = "vec3(1.0 - destColor.a * 2.0)"; break;
case GE_DSTBLEND_FIXB: dstFactor = "base.blendFixB"; break;
case GE_DSTBLEND_FIXB: dstFactor = "u_blendFixB"; break;
}
switch (replaceBlendEq) {
@ -502,7 +502,7 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer, uint32_
if (stencilToAlpha != REPLACE_ALPHA_NO) {
switch (replaceAlphaWithStencilType) {
case STENCIL_VALUE_UNIFORM:
replacedAlpha = "base.stencilReplace";
replacedAlpha = "u_stencilReplaceValue";
break;
case STENCIL_VALUE_ZERO:

View File

@ -134,11 +134,11 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
bool flipNormalTess = id.Bit(VS_BIT_NORM_REVERSE_TESS);
WRITE(p, "\n");
WRITE(p, "layout (std140, set = 0, binding = 3) uniform baseVars {\n%s} base;\n", ub_baseStr);
WRITE(p, "layout (std140, set = 0, binding = 3) uniform baseVars {\n%s};\n", ub_baseStr);
if (enableLighting || doShadeMapping)
WRITE(p, "layout (std140, set = 0, binding = 4) uniform lightVars {\n%s} light;\n", ub_vs_lightsStr);
WRITE(p, "layout (std140, set = 0, binding = 4) uniform lightVars {\n%s};\n", ub_vs_lightsStr);
if (enableBones)
WRITE(p, "layout (std140, set = 0, binding = 5) uniform boneVars {\n%s} bone;\n", ub_vs_bonesStr);
WRITE(p, "layout (std140, set = 0, binding = 5) uniform boneVars {\n%s};\n", ub_vs_bonesStr);
const char *shading = doFlatShading ? "flat " : "";
@ -203,9 +203,9 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
// Apply the projection and viewport to get the Z buffer value, floor to integer, undo the viewport and projection.
WRITE(p, "\nvec4 depthRoundZVP(vec4 v) {\n");
WRITE(p, " float z = v.z / v.w;\n");
WRITE(p, " z = z * base.depthRange.x + base.depthRange.y;\n");
WRITE(p, " z = z * u_depthRange.x + u_depthRange.y;\n");
WRITE(p, " z = floor(z);\n");
WRITE(p, " z = (z - base.depthRange.z) * base.depthRange.w;\n");
WRITE(p, " z = (z - u_depthRange.z) * u_depthRange.w;\n");
WRITE(p, " return vec4(v.x, v.y, z * v.w, v.w);\n");
WRITE(p, "}\n\n");
}
@ -263,7 +263,7 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
WRITE(p, " int index;\n");
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
WRITE(p, " index = (%i + point_pos.y) * int(base.spline_counts) + (%i + point_pos.x);\n", i, j);
WRITE(p, " index = (%i + point_pos.y) * int(u_spline_counts) + (%i + point_pos.x);\n", i, j);
WRITE(p, " _pos[%i] = tess_data.data[index].pos.xyz;\n", i * 4 + j);
if (doTexture && hasTexcoordTess)
WRITE(p, " _tex[%i] = tess_data.data[index].uv.xy;\n", i * 4 + j);
@ -288,7 +288,7 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
if (hasColorTess)
WRITE(p, " tess.col = tess_sample(_col, basis);\n");
else
WRITE(p, " tess.col = base.matambientalpha;\n");
WRITE(p, " tess.col = u_matambientalpha;\n");
if (hasNormalTess) {
// Derivatives as weight coefficients
WRITE(p, " vec4 deriv_u = tess_weights_u.data[weight_idx.x].deriv;\n");
@ -317,7 +317,7 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
if (lmode)
WRITE(p, " v_color1 = color1;\n");
} else {
WRITE(p, " v_color0 = base.matambientalpha;\n");
WRITE(p, " v_color0 = u_matambientalpha;\n");
if (lmode)
WRITE(p, " v_color1 = vec3(0.0);\n");
}
@ -325,13 +325,13 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
WRITE(p, " v_fogdepth = position.w;\n");
}
if (isModeThrough) {
WRITE(p, " vec4 outPos = base.proj_through_mtx * vec4(position.xyz, 1.0);\n");
WRITE(p, " vec4 outPos = u_proj_through * vec4(position.xyz, 1.0);\n");
} else {
// The viewport is used in this case, so need to compensate for that.
if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
WRITE(p, " vec4 outPos = depthRoundZVP(base.proj_mtx * vec4(position.xyz, 1.0));\n");
WRITE(p, " vec4 outPos = depthRoundZVP(u_proj * vec4(position.xyz, 1.0));\n");
} else {
WRITE(p, " vec4 outPos = base.proj_mtx * vec4(position.xyz, 1.0);\n");
WRITE(p, " vec4 outPos = u_proj * vec4(position.xyz, 1.0);\n");
}
}
} else {
@ -342,17 +342,17 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
WRITE(p, " Tess tess;\n");
WRITE(p, " tessellate(tess);\n");
WRITE(p, " vec3 worldpos = vec4(tess.pos.xyz, 1.0) * base.world_mtx;\n");
WRITE(p, " vec3 worldpos = vec4(tess.pos.xyz, 1.0) * u_world;\n");
if (hasNormalTess) {
WRITE(p, " mediump vec3 worldnormal = normalize(vec4(%stess.nrm, 0.0) * base.world_mtx);\n", flipNormalTess ? "-" : "");
WRITE(p, " mediump vec3 worldnormal = normalize(vec4(%stess.nrm, 0.0) * u_world);\n", flipNormalTess ? "-" : "");
} else {
WRITE(p, " mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);\n");
}
} else {
// No skinning, just standard T&L.
WRITE(p, " vec3 worldpos = vec4(position.xyz, 1.0) * base.world_mtx;\n");
WRITE(p, " vec3 worldpos = vec4(position.xyz, 1.0) * u_world;\n");
if (hasNormal)
WRITE(p, " mediump vec3 worldnormal = normalize(vec4(%snormal, 0.0) * base.world_mtx);\n", flipNormal ? "-" : "");
WRITE(p, " mediump vec3 worldnormal = normalize(vec4(%snormal, 0.0) * u_world);\n", flipNormal ? "-" : "");
else
WRITE(p, " mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);\n");
}
@ -365,10 +365,10 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
"w2.x", "w2.y", "w2.z", "w2.w",
};
WRITE(p, " mat3x4 skinMatrix = w1.x * bone.m[0];\n");
WRITE(p, " mat3x4 skinMatrix = w1.x * u_bone[0];\n");
if (numBoneWeights > 1) {
for (int i = 1; i < numBoneWeights; i++) {
WRITE(p, " skinMatrix += %s * bone.m[%i];\n", boneWeightAttr[i], i);
WRITE(p, " skinMatrix += %s * u_bone[%i];\n", boneWeightAttr[i], i);
}
}
@ -376,23 +376,23 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
// Trying to simplify this results in bugs in LBP...
WRITE(p, " vec3 skinnedpos = (vec4(position, 1.0) * skinMatrix) %s;\n", factor);
WRITE(p, " vec3 worldpos = vec4(skinnedpos, 1.0) * base.world_mtx;\n");
WRITE(p, " vec3 worldpos = vec4(skinnedpos, 1.0) * u_world;\n");
if (hasNormal) {
WRITE(p, " mediump vec3 skinnednormal = vec4(%snormal, 0.0) * skinMatrix %s;\n", flipNormal ? "-" : "", factor);
} else {
WRITE(p, " mediump vec3 skinnednormal = vec4(0.0, 0.0, %s1.0, 0.0) * skinMatrix %s;\n", flipNormal ? "-" : "", factor);
}
WRITE(p, " mediump vec3 worldnormal = normalize(vec4(skinnednormal, 0.0) * base.world_mtx);\n");
WRITE(p, " mediump vec3 worldnormal = normalize(vec4(skinnednormal, 0.0) * u_world);\n");
}
WRITE(p, " vec4 viewPos = vec4(vec4(worldpos, 1.0) * base.view_mtx, 1.0);\n");
WRITE(p, " vec4 viewPos = vec4(vec4(worldpos, 1.0) * u_view, 1.0);\n");
// Final view and projection transforms.
if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
WRITE(p, " vec4 outPos = depthRoundZVP(base.proj_mtx * viewPos);\n");
WRITE(p, " vec4 outPos = depthRoundZVP(u_proj * viewPos);\n");
} else {
WRITE(p, " vec4 outPos = base.proj_mtx * viewPos;\n");
WRITE(p, " vec4 outPos = u_proj * viewPos;\n");
}
// TODO: Declare variables for dots for shade mapping if needed.
@ -536,7 +536,7 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
else
WRITE(p, " v_color0 = color0;\n");
} else {
WRITE(p, " v_color0 = base.matambientalpha;\n");
WRITE(p, " v_color0 = u_matambientalpha;\n");
}
if (lmode) {
WRITE(p, " v_color1 = vec3(0.0);\n");
@ -553,17 +553,17 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
if (scaleUV) {
if (hasTexcoord) {
if (doBezier || doSpline)
WRITE(p, " v_texcoord = vec3(tess.tex.xy * base.uvscaleoffset.xy + base.uvscaleoffset.zw, 0.0);\n");
WRITE(p, " v_texcoord = vec3(tess.tex.xy * u_uvscaleoffset.xy + u_uvscaleoffset.zw, 0.0);\n");
else
WRITE(p, " v_texcoord = vec3(texcoord.xy * base.uvscaleoffset.xy, 0.0);\n");
WRITE(p, " v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);\n");
} else {
WRITE(p, " v_texcoord = vec3(0.0);\n");
}
} else {
if (hasTexcoord) {
WRITE(p, " v_texcoord = vec3(texcoord.xy * base.uvscaleoffset.xy + base.uvscaleoffset.zw, 0.0);\n");
WRITE(p, " v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy + u_uvscaleoffset.zw, 0.0);\n");
} else {
WRITE(p, " v_texcoord = vec3(base.uvscaleoffset.zw, 0.0);\n");
WRITE(p, " v_texcoord = vec3(u_uvscaleoffset.zw, 0.0);\n");
}
}
break;
@ -599,15 +599,15 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
break;
}
// Transform by texture matrix. XYZ as we are doing projection mapping.
WRITE(p, " v_texcoord = (%s * base.tex_mtx).xyz * vec3(base.uvscaleoffset.xy, 1.0);\n", temp_tc.c_str());
WRITE(p, " v_texcoord = (%s * u_tex).xyz * vec3(u_uvscaleoffset.xy, 1.0);\n", temp_tc.c_str());
}
break;
case GE_TEXMAP_ENVIRONMENT_MAP: // Shade mapping - use dots from light sources.
{
std::string lightFactor0 = StringFromFormat("(length(light.pos[%i]) == 0.0 ? worldnormal.z : dot(normalize(light.pos[%i]), worldnormal))", ls0, ls0);
std::string lightFactor1 = StringFromFormat("(length(light.pos[%i]) == 0.0 ? worldnormal.z : dot(normalize(light.pos[%i]), worldnormal))", ls1, ls1);
WRITE(p, " v_texcoord = vec3(base.uvscaleoffset.xy * vec2(1.0 + %s, 1.0 + %s) * 0.5, 1.0);\n", lightFactor0.c_str(), lightFactor1.c_str());
std::string lightFactor0 = StringFromFormat("(length(u_lightpos[%i]) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos[%i]), worldnormal))", ls0, ls0);
std::string lightFactor1 = StringFromFormat("(length(u_lightpos[%i]) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos[%i]), worldnormal))", ls1, ls1);
WRITE(p, " v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + %s, 1.0 + %s) * 0.5, 1.0);\n", lightFactor0.c_str(), lightFactor1.c_str());
}
break;
@ -619,17 +619,17 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
// Compute fogdepth
if (enableFog)
WRITE(p, " v_fogdepth = (viewPos.z + base.fogcoef.x) * base.fogcoef.y;\n");
WRITE(p, " v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;\n");
}
if (!isModeThrough && gstate_c.Supports(GPU_SUPPORTS_VS_RANGE_CULLING)) {
WRITE(p, " vec3 projPos = outPos.xyz / outPos.w;\n");
// Vertex range culling doesn't happen when depth is clamped, so only do this if in range.
WRITE(p, " if (base.cullRangeMin.w <= 0.0 || (projPos.z >= base.cullRangeMin.z && projPos.z <= base.cullRangeMax.z)) {\n");
const char *outMin = "projPos.x < base.cullRangeMin.x || projPos.y < base.cullRangeMin.y || projPos.z < base.cullRangeMin.z";
const char *outMax = "projPos.x > base.cullRangeMax.x || projPos.y > base.cullRangeMax.y || projPos.z > base.cullRangeMax.z";
WRITE(p, " if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {\n");
const char *outMin = "projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z";
const char *outMax = "projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z";
WRITE(p, " if (%s || %s) {\n", outMin, outMax);
WRITE(p, " outPos.xyzw = vec4(base.cullRangeMax.w);\n");
WRITE(p, " outPos.xyzw = vec4(u_cullRangeMax.w);\n");
WRITE(p, " }\n");
WRITE(p, " }\n");
}