doom3quest/Projects/Android/jni/d3es-multithread-master/neo/renderer/glsl/diffuseCubeShaderVP.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

63 lines
1.7 KiB
C++

/*
* 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 diffuseCubeShaderVP = 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;
in lowp vec4 attr_Color;
in vec3 attr_TexCoord;
// Uniforms
uniform ShaderMatrices
{
uniform highp mat4 viewMatrix[NUM_VIEWS];
} u_shaderMatrices;
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_projectionMatrix;
uniform mat4 u_textureMatrix;
uniform lowp float u_colorAdd;
uniform lowp float u_colorModulate;
// Out
// gl_Position
out vec3 var_TexCoord;
out lowp vec4 var_Color;
void main()
{
var_TexCoord = (u_textureMatrix * vec4(attr_TexCoord, 0.0)).xyz;
if (u_colorModulate == 0.0) {
var_Color = vec4(u_colorAdd);
} else {
var_Color = (attr_Color * u_colorModulate) + vec4(u_colorAdd);
}
gl_Position = u_projectionMatrix * (u_shaderMatrices.viewMatrix[gl_ViewID_OVR] * (u_modelMatrix * attr_Vertex));
}
)";