lovr/src/resources/shaders.c

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#include "resources/shaders.h"
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const char* lovrShaderColorUniforms[] = {
"lovrDiffuseColor"
};
const char* lovrShaderTextureUniforms[] = {
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"lovrDiffuseTexture",
"lovrEnvironmentTexture"
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};
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const char* lovrShaderVertexPrefix = ""
#ifdef EMSCRIPTEN
"#version 300 es \n"
"precision mediump float; \n"
#else
"#version 150 \n"
#endif
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"#define MAX_BONES 48 \n"
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"in vec3 lovrPosition; \n"
"in vec3 lovrNormal; \n"
"in vec2 lovrTexCoord; \n"
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"in vec4 lovrVertexColor; \n"
"in ivec4 lovrBones; \n"
"in vec4 lovrBoneWeights; \n"
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"out vec2 texCoord; \n"
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"out vec4 vertexColor; \n"
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"uniform mat4 lovrModel; \n"
"uniform mat4 lovrView; \n"
"uniform mat4 lovrProjection; \n"
"uniform mat4 lovrTransform; \n"
"uniform mat3 lovrNormalMatrix; \n"
"uniform float lovrPointSize; \n"
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"uniform mat4 lovrPose[MAX_BONES]; \n"
"#line 0 \n";
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const char* lovrShaderFragmentPrefix = ""
#ifdef EMSCRIPTEN
"#version 300 es \n"
"precision mediump float; \n"
#else
"#version 150 \n"
"in vec4 gl_FragCoord; \n"
#endif
"in vec2 texCoord; \n"
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"in vec4 vertexColor; \n"
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"out vec4 lovrFragColor; \n"
"uniform vec4 lovrColor; \n"
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"uniform vec4 lovrDiffuseColor; \n"
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"uniform sampler2D lovrDiffuseTexture; \n"
"uniform samplerCube lovrEnvironmentTexture; \n"
"#line 0 \n";
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const char* lovrShaderVertexSuffix = ""
"void main() { \n"
" texCoord = lovrTexCoord; \n"
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" vertexColor = lovrVertexColor; \n"
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" mat4 pose = \n"
" lovrPose[lovrBones[0]] * lovrBoneWeights[0] + \n"
" lovrPose[lovrBones[1]] * lovrBoneWeights[1] + \n"
" lovrPose[lovrBones[2]] * lovrBoneWeights[2] + \n"
" lovrPose[lovrBones[3]] * lovrBoneWeights[3]; \n"
" gl_PointSize = lovrPointSize; \n"
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" gl_Position = position(lovrProjection, lovrTransform, pose * vec4(lovrPosition, 1.0)); \n"
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"}";
const char* lovrShaderFragmentSuffix = ""
"void main() { \n"
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" lovrFragColor = color(lovrColor, lovrDiffuseTexture, texCoord); \n"
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"}";
const char* lovrDefaultVertexShader = ""
"vec4 position(mat4 projection, mat4 transform, vec4 vertex) { \n"
" return projection * transform * vertex; \n"
"}";
const char* lovrDefaultFragmentShader = ""
"vec4 color(vec4 graphicsColor, sampler2D image, vec2 uv) { \n"
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" return graphicsColor * lovrDiffuseColor * vertexColor * texture(image, uv); \n"
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"}";
const char* lovrSkyboxVertexShader = ""
"out vec3 texturePosition; \n"
"vec4 position(mat4 projection, mat4 transform, vec4 vertex) { \n"
" texturePosition = vertex.xyz; \n"
" return projection * transform * vertex; \n"
"}";
const char* lovrSkyboxFragmentShader = ""
"in vec3 texturePosition; \n"
"vec4 color(vec4 graphicsColor, sampler2D image, vec2 uv) { \n"
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" return graphicsColor * texture(lovrEnvironmentTexture, texturePosition); \n"
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"}";
const char* lovrFontFragmentShader = ""
"float median(float r, float g, float b) { \n"
" return max(min(r, g), min(max(r, g), b)); \n"
"} \n"
"vec4 color(vec4 graphicsColor, sampler2D image, vec2 uv) { \n"
" vec3 col = texture(image, uv).rgb; \n"
" float sdf = median(col.r, col.g, col.b); \n"
" float w = fwidth(sdf); \n"
" float alpha = smoothstep(.5 - w, .5 + w, sdf); \n"
" return vec4(graphicsColor.rgb, graphicsColor.a * alpha); \n"
"}";
const char* lovrNoopVertexShader = ""
"vec4 position(mat4 projection, mat4 transform, vec4 vertex) { \n"
" return vertex; \n"
"}";