add option to select built-in opengl shaders

This commit is contained in:
FunkyFr3sh 2023-08-26 21:28:53 +02:00
parent 62bb150c71
commit e9f1023a31
4 changed files with 67 additions and 32 deletions

View file

@ -15,25 +15,25 @@ const char PASSTHROUGH_VERT_SHADER_110[] =
const char PALETTE_FRAG_SHADER_110[] =
"#version 110\n"
"uniform sampler2D SurfaceTex; \n"
"uniform sampler2D PaletteTex; \n"
"uniform sampler2D Texture; \n"
"uniform sampler2D PaletteTexture; \n"
"varying vec2 TEX0; \n"
"\n"
"void main()\n"
"{\n"
" vec4 pIndex = texture2D(SurfaceTex, TEX0); \n"
" gl_FragColor = texture2D(PaletteTex, vec2(pIndex.r * (255.0/256.0) + (0.5/256.0), 0)); \n"
" vec4 pIndex = texture2D(Texture, TEX0); \n"
" gl_FragColor = texture2D(PaletteTexture, vec2(pIndex.r * (255.0/256.0) + (0.5/256.0), 0)); \n"
"}\n";
const char PASSTHROUGH_FRAG_SHADER_110[] =
"#version 110\n"
"uniform sampler2D SurfaceTex; \n"
"uniform sampler2D Texture; \n"
"varying vec2 TEX0; \n"
"\n"
"void main()\n"
"{\n"
" vec4 texel = texture2D(SurfaceTex, TEX0); \n"
" vec4 texel = texture2D(Texture, TEX0); \n"
" gl_FragColor = texel; \n"
"}\n";
@ -59,26 +59,26 @@ const char PASSTHROUGH_VERT_SHADER[] =
const char PALETTE_FRAG_SHADER[] =
"#version 130\n"
"out vec4 FragColor;\n"
"uniform sampler2D SurfaceTex;\n"
"uniform sampler2D PaletteTex;\n"
"uniform sampler2D Texture;\n"
"uniform sampler2D PaletteTexture;\n"
"in vec4 TEX0;\n"
"\n"
"void main()\n"
"{\n"
" vec4 pIndex = texture(SurfaceTex, TEX0.xy);\n"
" FragColor = texture(PaletteTex, vec2(pIndex.r * (255.0/256.0) + (0.5/256.0), 0));\n"
" vec4 pIndex = texture(Texture, TEX0.xy);\n"
" FragColor = texture(PaletteTexture, vec2(pIndex.r * (255.0/256.0) + (0.5/256.0), 0));\n"
"}\n";
const char PASSTHROUGH_FRAG_SHADER[] =
"#version 130\n"
"out vec4 FragColor;\n"
"uniform sampler2D SurfaceTex;\n"
"uniform sampler2D Texture;\n"
"in vec4 TEX0;\n"
"\n"
"void main()\n"
"{\n"
" vec4 texel = texture(SurfaceTex, TEX0.xy);\n"
" vec4 texel = texture(Texture, TEX0.xy);\n"
" FragColor = texel;\n"
"}\n";
@ -104,26 +104,26 @@ const char PASSTHROUGH_VERT_SHADER_CORE[] =
const char PALETTE_FRAG_SHADER_CORE[] =
"#version 150\n"
"out vec4 FragColor;\n"
"uniform sampler2D SurfaceTex;\n"
"uniform sampler2D PaletteTex;\n"
"uniform sampler2D Texture;\n"
"uniform sampler2D PaletteTexture;\n"
"in vec4 TEX0;\n"
"\n"
"void main()\n"
"{\n"
" vec4 pIndex = texture(SurfaceTex, TEX0.xy);\n"
" FragColor = texture(PaletteTex, vec2(pIndex.r * (255.0/256.0) + (0.5/256.0), 0));\n"
" vec4 pIndex = texture(Texture, TEX0.xy);\n"
" FragColor = texture(PaletteTexture, vec2(pIndex.r * (255.0/256.0) + (0.5/256.0), 0));\n"
"}\n";
const char PASSTHROUGH_FRAG_SHADER_CORE[] =
"#version 150\n"
"out vec4 FragColor;\n"
"uniform sampler2D SurfaceTex;\n"
"uniform sampler2D Texture;\n"
"in vec4 TEX0;\n"
"\n"
"void main()\n"
"{\n"
" vec4 texel = texture(SurfaceTex, TEX0.xy);\n"
" vec4 texel = texture(Texture, TEX0.xy);\n"
" FragColor = texel;\n"
"}\n";