view pytouhou/ui/opengl/shaders/eosd.py @ 791:a29122662cde

utils: Simplify translate_2d and align Mat4 to 16 bytes This lowers the amount of instructions from 61 to 32 on PowerPC with AltiVec, and from 25 to 14 on amd64 with AVX2.
author Link Mauve <linkmauve@linkmauve.fr>
date Sat, 17 Jan 2026 14:19:58 +0100
parents aca9551ee8b4
children
line wrap: on
line source

# -*- 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, '''
            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;
            }
        ''', '''
            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, '''
            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;
            }
        ''', '''
            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, 0.0, 1.0);
                gl_FragColor = vec4(mix(fog_color, temp_color, fog_density).rgb, temp_color.a);
            }
        ''')


class PassthroughShader(Shader):
    def __init__(self):
        Shader.__init__(self, '''
            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;
            }
        ''', '''
            varying vec2 texcoord;

            uniform sampler2D color_map;

            void main()
            {
                gl_FragColor = texture2D(color_map, texcoord);
            }
        ''')