mirror of
https://github.com/DrBeef/Doom3Quest.git
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- 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
74 lines
2.2 KiB
C++
74 lines
2.2 KiB
C++
/*
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* This file is part of the D3wasm project (http://www.continuation-labs.com/projects/d3wasm)
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* Copyright (c) 2019 Gabriel Cuvillier.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "glsl_shaders.h"
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const char * const reflectionCubeShaderVP = R"(
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#version 300 es
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// Multiview
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#define NUM_VIEWS 2
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#if defined( GL_OVR_multiview2 )
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#extension GL_OVR_multiview2 : enable
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layout(num_views=NUM_VIEWS) in;
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#define VIEW_ID gl_ViewID_OVR
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#else
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uniform lowp int ViewID;
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#define VIEW_ID ViewID
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#endif
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precision mediump float;
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// In
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in highp vec4 attr_Vertex;
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in lowp vec4 attr_Color;
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in vec3 attr_TexCoord;
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// Uniforms
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uniform ShaderMatrices
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{
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uniform highp mat4 viewMatrix[NUM_VIEWS];
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} u_shaderMatrices;
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_projectionMatrix;
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uniform mat4 u_modelViewMatrix;
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uniform mat4 u_textureMatrix;
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uniform lowp float u_colorAdd;
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uniform lowp float u_colorModulate;
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// Out
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// gl_Position
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out vec3 var_TexCoord;
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out lowp vec4 var_Color;
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void main()
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{
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var_TexCoord = (u_textureMatrix * reflect( normalize( u_modelViewMatrix * attr_Vertex ),
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// This suppose the modelView matrix is orthogonal
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// Otherwise, we should use the inverse transpose
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u_modelViewMatrix * vec4(attr_TexCoord,0.0) )).xyz ;
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if (u_colorModulate == 0.0) {
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var_Color = vec4(u_colorAdd);
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} else {
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var_Color = (attr_Color * u_colorModulate) + vec4(u_colorAdd);
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}
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gl_Position = u_projectionMatrix * (u_shaderMatrices.viewMatrix[gl_ViewID_OVR] * (u_modelMatrix * attr_Vertex));
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}
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)";
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