125 lines
4.1 KiB
GLSL
125 lines
4.1 KiB
GLSL
// NOTE: This file is compiled and embedded into the exe.
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// Use `xenia-build genspirv` and check in any changes under bin/.
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#version 450 core
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#extension all : warn
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#extension GL_ARB_separate_shader_objects : require
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#extension GL_ARB_explicit_attrib_location : require
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in gl_PerVertex {
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vec4 gl_Position;
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float gl_PointSize;
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// float gl_ClipDistance[];
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} gl_in[];
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out gl_PerVertex {
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vec4 gl_Position;
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float gl_PointSize;
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// float gl_ClipDistance[];
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};
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layout(location = 0) in vec4 in_interpolators[][16];
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layout(location = 0) out vec4 out_interpolators[16];
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layout(location = 16) in vec2 _in_point_coord_unused[];
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layout(location = 17) in float _in_point_size_unused[];
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layout(location = 16) out vec2 _out_point_coord_unused;
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 6) out;
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bool equalsEpsilon(vec2 left, vec2 right, float epsilon) {
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return all(lessThanEqual(abs(left - right), vec2(epsilon)));
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}
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void main() {
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// Most games use a left-aligned form.
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if (equalsEpsilon(gl_in[0].gl_Position.xy, vec2(gl_in[2].gl_Position.x, gl_in[1].gl_Position.y), 0.001) ||
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equalsEpsilon(gl_in[0].gl_Position.xy, vec2(gl_in[1].gl_Position.x, gl_in[2].gl_Position.y), 0.001)) {
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// 0 ------ 1 0: -1,-1
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// | - | 1: 1,-1
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// | // | 2: -1, 1
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// | - | 3: [ 1, 1 ]
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// 2 ----- [3]
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//
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// 0 ------ 2 0: -1,-1
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// | - | 1: -1, 1
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// | // | 2: 1,-1
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// | - | 3: [ 1, 1 ]
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// 1 ------[3]
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gl_Position = gl_in[0].gl_Position;
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gl_PointSize = gl_in[0].gl_PointSize;
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out_interpolators = in_interpolators[0];
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EmitVertex();
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gl_Position = gl_in[1].gl_Position;
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gl_PointSize = gl_in[1].gl_PointSize;
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out_interpolators = in_interpolators[1];
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EmitVertex();
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gl_Position = gl_in[2].gl_Position;
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gl_PointSize = gl_in[2].gl_PointSize;
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out_interpolators = in_interpolators[2];
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EmitVertex();
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EndPrimitive();
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gl_Position = gl_in[2].gl_Position;
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gl_PointSize = gl_in[2].gl_PointSize;
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out_interpolators = in_interpolators[2];
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EmitVertex();
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gl_Position = gl_in[1].gl_Position;
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gl_PointSize = gl_in[1].gl_PointSize;
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out_interpolators = in_interpolators[1];
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EmitVertex();
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gl_Position = vec4((-gl_in[0].gl_Position.xy) +
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gl_in[1].gl_Position.xy +
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gl_in[2].gl_Position.xy,
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gl_in[2].gl_Position.zw);
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gl_PointSize = gl_in[2].gl_PointSize;
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for (int i = 0; i < 16; ++i) {
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out_interpolators[i] = (-in_interpolators[0][i]) +
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in_interpolators[1][i] +
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in_interpolators[2][i];
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}
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EmitVertex();
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EndPrimitive();
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} else {
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// 0 ------ 1 0: -1,-1
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// | - | 1: 1,-1
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// | \\ | 2: 1, 1
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// | - | 3: [-1, 1 ]
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// [3] ----- 2
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gl_Position = gl_in[0].gl_Position;
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gl_PointSize = gl_in[0].gl_PointSize;
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out_interpolators = in_interpolators[0];
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EmitVertex();
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gl_Position = gl_in[1].gl_Position;
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gl_PointSize = gl_in[1].gl_PointSize;
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out_interpolators = in_interpolators[1];
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EmitVertex();
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gl_Position = gl_in[2].gl_Position;
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gl_PointSize = gl_in[2].gl_PointSize;
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out_interpolators = in_interpolators[2];
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EmitVertex();
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EndPrimitive();
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gl_Position = gl_in[0].gl_Position;
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gl_PointSize = gl_in[0].gl_PointSize;
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out_interpolators = in_interpolators[0];
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EmitVertex();
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gl_Position = gl_in[2].gl_Position;
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gl_PointSize = gl_in[2].gl_PointSize;
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out_interpolators = in_interpolators[2];
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EmitVertex();
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gl_Position = vec4( gl_in[0].gl_Position.xy +
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(-gl_in[1].gl_Position.xy) +
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gl_in[2].gl_Position.xy,
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gl_in[2].gl_Position.zw);
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gl_PointSize = gl_in[2].gl_PointSize;
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for (int i = 0; i < 16; ++i) {
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out_interpolators[i] = in_interpolators[0][i] +
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(-in_interpolators[1][i]) +
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in_interpolators[2][i];
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}
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EmitVertex();
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EndPrimitive();
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}
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}
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