Mercurial > touhou
annotate pytouhou/ui/opengl/shaders/eosd.py @ 631:cd8a2baf468c
Move Particle to its own module, to not pollute pytouhou.game.effect.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Tue, 05 May 2015 14:49:22 +0200 |
parents | 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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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 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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27 |
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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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58 |
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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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Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
401
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105 uniform sampler2D color_map; |
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Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
401
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106 |
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Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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107 void main() |
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Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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108 { |
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Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
401
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109 gl_FragColor = texture2D(color_map, texcoord); |
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Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
401
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110 } |
604
aca9551ee8b4
Fix compiling issues with Cython 0.20 ; don't pretend to concat shader sources
Thibaut Girka <thib@sitedethib.com>
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559
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111 ''') |