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[GPU] Make the fragment shader GLSL a bit more readable.
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1 changed files with 43 additions and 41 deletions
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@ -103,29 +103,30 @@ const char* fragmentShader = R"(
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vec4 final;
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// TODO: figure out what the undocumented values do
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switch (rgb_operand) {
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case 0u: final.rgb = rgb_source.rgb; break; // Source color
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case 1u: final.rgb = 1.0 - rgb_source.rgb; break; // One minus source color
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case 2u: final.rgb = vec3(rgb_source.a); break; // Source alpha
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case 3u: final.rgb = vec3(1.0 - rgb_source.a); break; // One minus source alpha
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case 4u: final.rgb = vec3(rgb_source.r); break; // Source red
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case 5u: final.rgb = vec3(1.0 - rgb_source.r); break; // One minus source red
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case 8u: final.rgb = vec3(rgb_source.g); break; // Source green
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case 9u: final.rgb = vec3(1.0 - rgb_source.g); break; // One minus source green
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case 12u: final.rgb = vec3(rgb_source.b); break; // Source blue
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case 13u: final.rgb = vec3(1.0 - rgb_source.b); break; // One minus source blue
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default: break; // TODO: figure out what the undocumented values do
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case 0u: final.rgb = rgb_source.rgb; break; // Source color
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case 1u: final.rgb = 1.0 - rgb_source.rgb; break; // One minus source color
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case 2u: final.rgb = vec3(rgb_source.a); break; // Source alpha
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case 3u: final.rgb = vec3(1.0 - rgb_source.a); break; // One minus source alpha
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case 4u: final.rgb = vec3(rgb_source.r); break; // Source red
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case 5u: final.rgb = vec3(1.0 - rgb_source.r); break; // One minus source red
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case 8u: final.rgb = vec3(rgb_source.g); break; // Source green
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case 9u: final.rgb = vec3(1.0 - rgb_source.g); break; // One minus source green
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case 12u: final.rgb = vec3(rgb_source.b); break; // Source blue
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case 13u: final.rgb = vec3(1.0 - rgb_source.b); break; // One minus source blue
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default: break;
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}
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switch (alpha_operand) {
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case 0u: final.a = alpha_source.a; break; // Source alpha
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case 1u: final.a = 1.0 - alpha_source.a; break; // One minus source alpha
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case 2u: final.a = alpha_source.r; break; // Source red
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case 3u: final.a = 1.0 - alpha_source.r; break; // One minus source red
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case 4u: final.a = alpha_source.g; break; // Source green
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case 5u: final.a = 1.0 - alpha_source.g; break; // One minus source green
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case 6u: final.a = alpha_source.b; break; // Source blue
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case 7u: final.a = 1.0 - alpha_source.b; break; // One minus source blue
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case 0u: final.a = alpha_source.a; break; // Source alpha
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case 1u: final.a = 1.0 - alpha_source.a; break; // One minus source alpha
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case 2u: final.a = alpha_source.r; break; // Source red
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case 3u: final.a = 1.0 - alpha_source.r; break; // One minus source red
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case 4u: final.a = alpha_source.g; break; // Source green
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case 5u: final.a = 1.0 - alpha_source.g; break; // One minus source green
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case 6u: final.a = alpha_source.b; break; // Source blue
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case 7u: final.a = 1.0 - alpha_source.b; break; // One minus source blue
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}
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return final;
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@ -141,33 +142,34 @@ const char* fragmentShader = R"(
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vec4 result = vec4(1.0);
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// TODO: test if the alpha combiner supports all the same modes as the color combiner.
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// TODO: figure out what the undocumented values do
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switch (rgb_combine) {
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case 0u: result.rgb = source0.rgb; break; // Replace
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case 1u: result.rgb = source0.rgb * source1.rgb; break; // Modulate
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case 2u: result.rgb = min(vec3(1.0), source0.rgb + source1.rgb); break; // Add
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case 3u: result.rgb = clamp(source0.rgb + source1.rgb - 0.5, vec3(0.0), vec3(1.0)); break; // Add signed
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case 4u: result.rgb = mix(source1.rgb, source0.rgb, source2.rgb); break; // Interpolate
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case 5u: result.rgb = max(vec3(0.0), source0.rgb - source1.rgb); break; // Subtract
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case 6u: result.rgb = vec3(4.0 * dot(source0.rgb - 0.5 , source1.rgb - 0.5)); break; // Dot3 RGB
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case 7u: result = vec4(4.0 * dot(source0.rgb - 0.5 , source1.rgb - 0.5)); break; // Dot3 RGBA
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case 8u: result.rgb = min(vec3(1.0), source0.rgb * source1.rgb + source2.rgb); break; // Multiply then add
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case 9u: result.rgb = min(vec3(1.0), (source0.rgb + source1.rgb) * source2.rgb); break; // Add then multiply
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default: break; // TODO: figure out what the undocumented values do
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case 0u: result.rgb = source0.rgb; break; // Replace
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case 1u: result.rgb = source0.rgb * source1.rgb; break; // Modulate
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case 2u: result.rgb = min(vec3(1.0), source0.rgb + source1.rgb); break; // Add
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case 3u: result.rgb = clamp(source0.rgb + source1.rgb - 0.5, 0.0, 1.0); break; // Add signed
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case 4u: result.rgb = mix(source1.rgb, source0.rgb, source2.rgb); break; // Interpolate
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case 5u: result.rgb = max(source0.rgb - source1.rgb, 0.0); break; // Subtract
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case 6u: result.rgb = vec3(4.0 * dot(source0.rgb - 0.5 , source1.rgb - 0.5)); break; // Dot3 RGB
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case 7u: result = vec4(4.0 * dot(source0.rgb - 0.5 , source1.rgb - 0.5)); break; // Dot3 RGBA
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case 8u: result.rgb = min(source0.rgb * source1.rgb + source2.rgb, 1.0); break; // Multiply then add
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case 9u: result.rgb = min((source0.rgb + source1.rgb) * source2.rgb, 1.0); break; // Add then multiply
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default: break;
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}
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if (rgb_combine != 7u) { // The color combiner also writes the alpha channel in the "Dot3 RGBA" mode.
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// TODO: figure out what the undocumented values do
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// TODO: test if the alpha combiner supports all the same modes as the color combiner.
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switch (alpha_combine) {
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case 0u: result.a = source0.a; break; // Replace
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case 1u: result.a = source0.a * source1.a; break; // Modulate
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case 2u: result.a = min(1.0, source0.a + source1.a); break; // Add
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case 3u: result.a = clamp(source0.a + source1.a - 0.5, 0.0, 1.0); break; // Add signed
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case 4u: result.a = mix(source1.a, source0.a, source2.a); break; // Interpolate
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case 5u: result.a = max(0.0, source0.a - source1.a); break; // Subtract
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case 8u: result.a = min(1.0, source0.a * source1.a + source2.a); break; // Multiply then add
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case 9u: result.a = min(1.0, (source0.a + source1.a) * source2.a); break; // Add then multiply
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default: break; // TODO: figure out what the undocumented values do
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case 0u: result.a = source0.a; break; // Replace
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case 1u: result.a = source0.a * source1.a; break; // Modulate
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case 2u: result.a = min(1.0, source0.a + source1.a); break; // Add
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case 3u: result.a = clamp(source0.a + source1.a - 0.5, 0.0, 1.0); break; // Add signed
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case 4u: result.a = mix(source1.a, source0.a, source2.a); break; // Interpolate
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case 5u: result.a = max(0.0, source0.a - source1.a); break; // Subtract
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case 8u: result.a = min(1.0, source0.a * source1.a + source2.a); break; // Multiply then add
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case 9u: result.a = min(1.0, (source0.a + source1.a) * source2.a); break; // Add then multiply
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default: break;
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}
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}
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