annotate pytouhou/ui/opengl/shaders/eosd.py @ 588:7a82c4b52b16

Prevent a traceback when we call Window.run without a runner set.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Wed, 08 Oct 2014 19:20:15 +0200
parents 1be60813f7cb
children aca9551ee8b4
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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 ..shader import Shader
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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 attribute vec3 in_position;
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23 attribute vec2 in_texcoord;
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24 attribute vec4 in_color;
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25
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26 uniform mat4 mvp;
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28 varying vec2 texcoord;
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29 varying vec4 color;
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30
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31 void main()
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32 {
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33 gl_Position = mvp * vec4(in_position, 1.0);
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34 texcoord = in_texcoord;
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35 color = in_color;
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36 }
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37 '''], ['''
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38 varying vec2 texcoord;
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39 varying vec4 color;
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40
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41 uniform sampler2D color_map;
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42
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43 void main()
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44 {
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45 gl_FragColor = texture2D(color_map, texcoord) * color;
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46 }
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47 '''])
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48
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49
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50 class BackgroundShader(Shader):
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51 def __init__(self):
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52 Shader.__init__(self, ['''
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53 attribute vec3 in_position;
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54 attribute vec2 in_texcoord;
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55 attribute vec4 in_color;
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56
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57 uniform mat4 mvp;
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59 varying vec2 texcoord;
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60 varying vec4 color;
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61
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62 void main()
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63 {
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64 gl_Position = mvp * vec4(in_position, 1.0);
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65 texcoord = in_texcoord;
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66 color = in_color;
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67 }
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68 '''], ['''
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69 varying vec2 texcoord;
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70 varying vec4 color;
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71
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72 uniform sampler2D color_map;
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73 uniform float fog_scale;
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74 uniform float fog_end;
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75 uniform vec4 fog_color;
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76
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77 void main()
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78 {
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79 vec4 temp_color = texture2D(color_map, texcoord) * color;
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80 float depth = gl_FragCoord.z / gl_FragCoord.w;
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81 float fog_density = clamp((fog_end - depth) * fog_scale, 0.0, 1.0);
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82 gl_FragColor = vec4(mix(fog_color, temp_color, fog_density).rgb, temp_color.a);
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83 }
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84 '''])
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85
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86
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87 class PassthroughShader(Shader):
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88 def __init__(self):
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89 Shader.__init__(self, ['''
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90 attribute vec2 in_position;
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91 attribute vec2 in_texcoord;
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92
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93 uniform mat4 mvp;
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94
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95 varying vec2 texcoord;
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96
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97 void main()
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98 {
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99 gl_Position = mvp * vec4(in_position, 0.0, 1.0);
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100 texcoord = in_texcoord;
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101 }
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102 '''], ['''
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103 varying vec2 texcoord;
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104
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105 uniform sampler2D color_map;
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106
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107 void main()
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108 {
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109 gl_FragColor = texture2D(color_map, texcoord);
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110 }
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111 '''])