Fold used shaders into the main shader
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cfef45c93b
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4 changed files with 6 additions and 76 deletions
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@ -1,7 +1,5 @@
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// -*-C++-*-
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#version 330
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/*** Enum constans ************************************/
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#version 330 core
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#define PAINT_TYPE_COLOR 0x1B00
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#define PAINT_TYPE_LINEAR_GRADIENT 0x1B01
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@ -14,40 +12,19 @@
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#define DRAW_MODE_PATH 0
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#define DRAW_MODE_IMAGE 1
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/*** Interpolated *************************************/
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in vec2 texImageCoord;
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in vec2 paintCoord;
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/*** Input ********************************************/
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// Basic rendering Mode
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uniform int drawMode;
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// Image
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uniform sampler2D imageSampler;
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uniform int imageMode;
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// Paint
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uniform int paintType;
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uniform vec4 paintColor;
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uniform vec2 paintParams[3];
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// Gradient
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uniform sampler2D rampSampler;
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// Pattern
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uniform sampler2D patternSampler;
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// Color transform
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uniform vec4 scaleFactorBias[2];
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/*** Output *******************************************/
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//out vec4 fragColor;
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/*** Built-in variables for shMain *******************************************/
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vec4 sh_Color;
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/*** Functions ****************************************/
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// 9.3.1 Linear Gradients
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float linearGradient(vec2 fragCoord, vec2 p0, vec2 p1){
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float x = fragCoord.x;
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@ -64,7 +41,6 @@ float linearGradient(vec2 fragCoord, vec2 p0, vec2 p1){
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/ ( dx*dx + dy*dy );
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}
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// 9.3.2 Radial Gradients
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float radialGradient(vec2 fragCoord, vec2 centerCoord, vec2 focalCoord, float r){
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float x = fragCoord.x;
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@ -83,16 +59,10 @@ float radialGradient(vec2 fragCoord, vec2 centerCoord, vec2 focalCoord, float r)
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/ ( r*r - (dfx*dfx + dfy*dfy) );
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}
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// User defined shader
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void shMain(void);
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/*** Main thread *************************************/
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void main()
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{
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vec4 col;
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/* Stage 6: Paint Generation */
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switch(paintType){
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case PAINT_TYPE_LINEAR_GRADIENT:
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{
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@ -125,15 +95,10 @@ void main()
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break;
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}
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/* Stage 7: Image Interpolation */
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if(drawMode == DRAW_MODE_IMAGE) {
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col = texture(imageSampler, texImageCoord)
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* (imageMode == DRAW_IMAGE_MULTIPLY ? col : vec4(1.0, 1.0, 1.0, 1.0));
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}
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/* Stage 8: Color Transformation, Blending, and Antialiasing */
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sh_Color = col * scaleFactorBias[0] + scaleFactorBias[1] ;
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/* Extended Stage: User defined shader that affects gl_FragColor */
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shMain();
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gl_FragColor = col * scaleFactorBias[0] + scaleFactorBias[1];
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}
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@ -1,39 +1,16 @@
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// -*-C++-*-
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#version 330
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#version 330 core
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/*** Input *******************/
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in vec2 pos;
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in vec2 textureUV;
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uniform mat4 sh_View;
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uniform mat4 sh_Model;
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uniform mat4 sh_Ortho;
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uniform mat3 paintInverted;
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/*** Output ******************/
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out vec2 texImageCoord;
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out vec2 paintCoord;
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/*** Grobal variables ********************/
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vec4 sh_Vertex;
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/*** Functions ****************************************/
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// User defined shader
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void shMain(void);
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/*** Main thread **************************************************/
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void main() {
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/* Stage 3: Transformation */
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sh_Vertex = vec4(pos, 0, 1);
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/* Extended Stage: User defined shader that affects gl_Position */
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shMain();
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/* 2D pos in texture space */
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void main()
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{
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// gl_Position = vec4(pos, 0, 1);
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texImageCoord = textureUV;
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/* 2D pos in paint space (Back to paint space) */
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paintCoord = (paintInverted * vec3(pos, 1)).xy;
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}
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@ -1,6 +0,0 @@
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// -*-C++-*-
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void shMain() {
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gl_FragColor = sh_Color;
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}
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@ -1,6 +0,0 @@
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// -*-C++-*-
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void shMain() {
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gl_Position = sh_Ortho * sh_View * sh_Model * sh_Vertex;
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}
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