Mercurial > touhou
view pytouhou/ui/opengl/shaders/eosd.py @ 524:7f016dfbdfb1
Make vector a struct, allocate it directly on the stack, and thus pass it by copy, which is much less expensive than a python allocation.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 18 Dec 2013 18:15:40 +0100 |
parents | 5e3e0b09a531 |
children | 0f2af7552462 |
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# -*- encoding: utf-8 -*- ## ## Copyright (C) 2012 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> ## ## This program is free software; you can redistribute it and/or modify ## it under the terms of the GNU General Public License as published ## by the Free Software Foundation; version 3 only. ## ## This program is distributed in the hope that it will be useful, ## but WITHOUT ANY WARRANTY; without even the implied warranty of ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ## GNU General Public License for more details. ## from ..shader import Shader class GameShader(Shader): def __init__(self): Shader.__init__(self, [''' #version 120 attribute vec3 in_position; attribute vec2 in_texcoord; attribute vec4 in_color; uniform mat4 mvp; varying vec2 texcoord; varying vec4 color; void main() { gl_Position = mvp * vec4(in_position, 1.0); texcoord = in_texcoord; color = in_color; } '''], [''' #version 120 varying vec2 texcoord; varying vec4 color; uniform sampler2D color_map; void main() { gl_FragColor = texture2D(color_map, texcoord) * color; } ''']) class BackgroundShader(Shader): def __init__(self): Shader.__init__(self, [''' #version 120 attribute vec3 in_position; attribute vec2 in_texcoord; attribute vec4 in_color; uniform mat4 mvp; varying vec2 texcoord; varying vec4 color; void main() { gl_Position = mvp * vec4(in_position, 1.0); texcoord = in_texcoord; color = in_color; } '''], [''' #version 120 varying vec2 texcoord; varying vec4 color; uniform sampler2D color_map; uniform float fog_scale; uniform float fog_end; uniform vec4 fog_color; void main() { vec4 temp_color = texture2D(color_map, texcoord) * color; float depth = gl_FragCoord.z / gl_FragCoord.w; float fog_density = clamp((fog_end - depth) * fog_scale, 0.0f, 1.0f); gl_FragColor = vec4(mix(fog_color, temp_color, fog_density).rgb, temp_color.a); } ''']) class PassthroughShader(Shader): def __init__(self): Shader.__init__(self, [''' #version 120 attribute vec2 in_position; attribute vec2 in_texcoord; uniform mat4 mvp; varying vec2 texcoord; void main() { gl_Position = mvp * vec4(in_position, 0.0, 1.0); texcoord = in_texcoord; } '''], [''' #version 120 varying vec2 texcoord; uniform sampler2D color_map; void main() { gl_FragColor = texture2D(color_map, texcoord); } '''])