doom3quest/Projects/Android/jni/d3es-multithread-master/neo/renderer/glsl/blendLightShaderVP.cpp
Simon fb4d4a81d2 Multiview Shader Matrices buffer now supplied correctly
- decomposed the MVP into three separate matrices so the view matrix only needs to be supplied to the shader once per frame
- huge speed boost to the render thread, only a handful of ms per frame now, any framedrops are purely from the GPU
2020-10-08 21:16:18 +01:00

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/*
* This file is part of the D3wasm project (http://www.continuation-labs.com/projects/d3wasm)
* Copyright (c) 2019 Gabriel Cuvillier.
*
* 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.
*
* 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.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "glsl_shaders.h"
const char * const blendLightShaderVP = R"(
#version 300 es
// Multiview
#define NUM_VIEWS 2
#extension GL_OVR_multiview2 : enable
layout(num_views=NUM_VIEWS) in;
precision mediump float;
// In
in highp vec4 attr_Vertex;
// Uniforms
uniform ShaderMatrices
{
uniform highp mat4 viewMatrix[NUM_VIEWS];
} u_shaderMatrices;
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_projectionMatrix;
uniform mat4 u_fogMatrix;
// Out
// gl_Position
out vec2 var_TexFog;
out vec2 var_TexFogEnter;
void main()
{
gl_Position = u_projectionMatrix * (u_shaderMatrices.viewMatrix[gl_ViewID_OVR] * (u_modelMatrix * attr_Vertex));
// What will be computed:
//
// vec4 tc;
// tc.x = dot( u_fogMatrix[0], attr_Vertex );
// tc.y = dot( u_fogMatrix[1], attr_Vertex );
// tc.z = 0.0;
// tc.w = dot( u_fogMatrix[2], attr_Vertex );
// var_TexFog.xy = tc.xy / tc.w;
//
// var_TexFogEnter.x = dot( u_fogMatrix[3], attr_Vertex );
// var_TexFogEnter.y = 0.5;
// Optimized version:
//
var_TexFog = vec2(dot( u_fogMatrix[0], attr_Vertex ), dot( u_fogMatrix[1], attr_Vertex )) / dot( u_fogMatrix[2], attr_Vertex );
var_TexFogEnter = vec2( dot( u_fogMatrix[3], attr_Vertex ), 0.5 );
}
)";