Mercurial > touhou
annotate pytouhou/ui/shaders/eosd.py @ 388:ac2891afb0bb
Make particles behave as in the original game.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sun, 21 Oct 2012 23:02:40 +0200 |
parents | 74471afbac37 |
children | 346614f788f1 |
rev | line source |
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Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
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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 uniform mat4 mvp; |
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25 |
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26 void main() |
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27 { |
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28 gl_Position = mvp * gl_Vertex; |
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29 gl_FrontColor = gl_Color; |
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30 gl_TexCoord[0] = gl_MultiTexCoord0; |
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31 } |
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32 '''], [ ''' |
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33 #version 120 |
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34 |
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35 uniform sampler2D color_map; |
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36 |
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37 void main() |
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38 { |
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39 gl_FragColor = texture2D(color_map, gl_TexCoord[0].st) * gl_Color; |
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40 } |
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41 ''']) |
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42 |
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43 |
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44 class BackgroundShader(Shader): |
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45 def __init__(self): |
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46 Shader.__init__(self, [''' |
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47 #version 120 |
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48 |
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49 uniform mat4 model_view; |
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50 uniform mat4 projection; |
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51 |
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52 varying float fog_density; |
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53 |
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54 void main() |
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55 { |
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56 gl_Position = model_view * gl_Vertex; |
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57 gl_FrontColor = gl_Color; |
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58 gl_TexCoord[0] = gl_MultiTexCoord0; |
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59 |
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60 float fog_position = -gl_Position.z / gl_Position.w; |
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61 fog_density = clamp((gl_Fog.end - fog_position) * gl_Fog.scale, 0.0f, 1.0f); |
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62 |
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63 gl_Position = projection * gl_Position; |
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64 } |
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65 '''], [ ''' |
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66 #version 120 |
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67 |
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68 uniform sampler2D color_map; |
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69 |
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70 varying float fog_density; |
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71 |
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72 void main() |
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73 { |
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74 vec4 color = texture2D(color_map, gl_TexCoord[0].st) * gl_Color; |
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75 gl_FragColor = mix(gl_Fog.color, color, fog_density); |
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76 gl_FragColor.w = color.w; |
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77 } |
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78 ''']) |