annotate pytouhou/ui/shaders/eosd.py @ 394:346614f788f1

Replace gl{Vertex,TexCoord,Color}Pointer with the more modern glVertexAttribPointer.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Wed, 06 Feb 2013 20:57:16 +0100
parents 74471afbac37
children 3ce4065840e9
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1 # -*- encoding: utf-8 -*-
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2 ##
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3 ## Copyright (C) 2012 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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4 ##
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5 ## This program is free software; you can redistribute it and/or modify
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6 ## it under the terms of the GNU General Public License as published
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7 ## by the Free Software Foundation; version 3 only.
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8 ##
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9 ## This program is distributed in the hope that it will be useful,
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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12 ## GNU General Public License for more details.
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13 ##
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14
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15
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16 from pytouhou.ui.shader import Shader
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17
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18
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19 class GameShader(Shader):
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20 def __init__(self):
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21 Shader.__init__(self, ['''
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22 #version 120
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23
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24 attribute vec3 in_position;
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25 attribute vec2 in_texcoord;
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26 attribute vec4 in_color;
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27
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28 uniform mat4 mvp;
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29
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30 varying vec2 texcoord;
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31 varying vec4 color;
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32
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33 void main()
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34 {
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35 gl_Position = mvp * vec4(in_position, 1.0);
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36 texcoord = in_texcoord;
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37 color = in_color;
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38 }
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39 '''], ['''
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40 #version 120
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41
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42 varying vec2 texcoord;
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43 varying vec4 color;
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44
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45 uniform sampler2D color_map;
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46
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47 void main()
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48 {
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49 gl_FragColor = texture2D(color_map, texcoord) * color;
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50 }
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51 '''])
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52
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53
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54 class BackgroundShader(Shader):
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55 def __init__(self):
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56 Shader.__init__(self, ['''
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57 #version 120
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58
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59 attribute vec3 in_position;
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60 attribute vec2 in_texcoord;
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61 attribute vec4 in_color;
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62
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63 uniform mat4 model_view;
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64 uniform mat4 projection;
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65
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66 varying vec2 texcoord;
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67 varying vec4 color;
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68 varying float fog_density;
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69
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70 void main()
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71 {
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72 vec4 position = model_view * vec4(in_position, 1.0);
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73 texcoord = in_texcoord;
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74 color = in_color;
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75
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76 float fog_position = -position.z / position.w;
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77 fog_density = clamp((gl_Fog.end - fog_position) * gl_Fog.scale, 0.0f, 1.0f);
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78
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79 gl_Position = projection * position;
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80 }
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81 '''], ['''
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82 #version 120
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83
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84 varying vec2 texcoord;
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85 varying vec4 color;
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86 varying float fog_density;
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87
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88 uniform sampler2D color_map;
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89
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90 void main()
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91 {
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92 vec4 temp_color = texture2D(color_map, texcoord) * color;
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93 gl_FragColor = mix(gl_Fog.color, temp_color, fog_density);
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94 gl_FragColor.a = temp_color.a;
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95 }
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96 '''])