attempt to fix COMPAT_PRECISION redefinition issue

This commit is contained in:
hunterk 2017-06-05 13:54:59 -05:00
parent ee7124688f
commit 9fc42ec916
2 changed files with 92 additions and 105 deletions

View File

@ -1,23 +1,91 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
/*
Colorimetry shader
Ported from Drag's NES Palette Generator
http://drag.wootest.net/misc/palgen.html
*/
// Parameter lines go here:
#pragma parameter color_mode "Colorimetry mode" 0.0 0.0 2.0 1.0
#pragma parameter white_point_d93 "Use D93 white point" 1.0 0.0 1.0 1.0
#pragma parameter clipping_method "Color clipping method" 0.0 0.0 2.0 1.0
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float color_mode;
uniform COMPAT_PRECISION float white_point_d93;
uniform COMPAT_PRECISION float clipping_method;
@ -227,82 +295,6 @@ vec3 ApplyColorimetry(vec3 color)
return corrected_rgb;
}
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
void main()
{
vec4 c = texture(Source, vTexCoord.xy);

View File

@ -1,23 +1,3 @@
#pragma parameter percent "Interlacing Scanline Bright %" 0.0 0.0 1.0 0.05
#pragma parameter enable_480i "Enable 480i Mode" 1.0 0.0 1.0 1.0
#pragma parameter top_field_first "Top Field First Enable" 0.0 0.0 1.0 1.0
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float percent;
uniform COMPAT_PRECISION float enable_480i;
uniform COMPAT_PRECISION float top_field_first;
#else
#define percent 0.0
#define enable_480i 1.0
#define top_field_first 0.0
#endif
/*
Interlacing
Author: hunterk
@ -27,6 +7,10 @@ uniform COMPAT_PRECISION float top_field_first;
This shader will un-weave the image, resulting in a standard, alternating-field interlacing.
*/
#pragma parameter percent "Interlacing Scanline Bright %" 0.0 0.0 1.0 0.05
#pragma parameter enable_480i "Enable 480i Mode" 1.0 0.0 1.0 1.0
#pragma parameter top_field_first "Top Field First Enable" 0.0 0.0 1.0 1.0
#if defined(VERTEX)
#if __VERSION__ >= 130
@ -131,6 +115,17 @@ uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float percent;
uniform COMPAT_PRECISION float enable_480i;
uniform COMPAT_PRECISION float top_field_first;
#else
#define percent 0.0
#define enable_480i 1.0
#define top_field_first 0.0
#endif
void main()
{
vec4 _res;