mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-14 08:30:50 +00:00
698 lines
16 KiB
C++
698 lines
16 KiB
C++
/*
|
|
** gl_shaders.cpp
|
|
** Routines parsing/managing texture shaders.
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 2003 Timothy Stump
|
|
** Copyright 2009 Christoph Oelckers
|
|
** All rights reserved.
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
*/
|
|
|
|
#include "gl/system/gl_system.h"
|
|
#include "doomtype.h"
|
|
#include "c_cvars.h"
|
|
#include "sc_man.h"
|
|
#include "textures/textures.h"
|
|
#include "gl/shaders/gl_texshader.h"
|
|
|
|
CVAR(Bool, gl_texture_useshaders, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FShaderLayer::FShaderLayer()
|
|
{
|
|
animate = false;
|
|
emissive = false;
|
|
blendFuncSrc = GL_SRC_ALPHA;
|
|
blendFuncDst = GL_ONE_MINUS_SRC_ALPHA;
|
|
offsetX = 0.f;
|
|
offsetY = 0.f;
|
|
centerX = 0.0f;
|
|
centerY = 0.0f;
|
|
rotate = 0.f;
|
|
rotation = 0.f;
|
|
adjustX.SetParams(0.f, 0.f, 0.f);
|
|
adjustY.SetParams(0.f, 0.f, 0.f);
|
|
scaleX.SetParams(1.f, 1.f, 0.f);
|
|
scaleY.SetParams(1.f, 1.f, 0.f);
|
|
alpha.SetParams(1.f, 1.f, 0.f);
|
|
r.SetParams(1.f, 1.f, 0.f);
|
|
g.SetParams(1.f, 1.f, 0.f);
|
|
b.SetParams(1.f, 1.f, 0.f);
|
|
flags = 0;
|
|
layerMask = NULL;
|
|
texgen = SHADER_TexGen_None;
|
|
warp = false;
|
|
warpspeed = 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FShaderLayer::FShaderLayer(const FShaderLayer &layer)
|
|
{
|
|
texture = layer.texture;
|
|
animate = layer.animate;
|
|
emissive = layer.emissive;
|
|
adjustX = layer.adjustX;
|
|
adjustY = layer.adjustY;
|
|
blendFuncSrc = layer.blendFuncSrc;
|
|
blendFuncDst = layer.blendFuncDst;
|
|
offsetX = layer.offsetX;
|
|
offsetY = layer.offsetY;
|
|
centerX = layer.centerX;
|
|
centerY = layer.centerX;
|
|
rotate = layer.rotate;
|
|
rotation = layer.rotation;
|
|
scaleX = layer.scaleX;
|
|
scaleY = layer.scaleY;
|
|
vectorX = layer.vectorX;
|
|
vectorY = layer.vectorY;
|
|
alpha = layer.alpha;
|
|
r = layer.r;
|
|
g = layer.g;
|
|
b = layer.b;
|
|
flags = layer.flags;
|
|
if (layer.layerMask)
|
|
{
|
|
layerMask = new FShaderLayer(*(layer.layerMask));
|
|
}
|
|
else
|
|
{
|
|
layerMask = NULL;
|
|
}
|
|
texgen = layer.texgen;
|
|
warp = layer.warp;
|
|
warpspeed = layer.warpspeed;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FShaderLayer::~FShaderLayer()
|
|
{
|
|
if (layerMask)
|
|
{
|
|
delete layerMask;
|
|
layerMask = NULL;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FShaderLayer::Update(float diff)
|
|
{
|
|
r.Update(diff);
|
|
g.Update(diff);
|
|
b.Update(diff);
|
|
alpha.Update(diff);
|
|
vectorY.Update(diff);
|
|
vectorX.Update(diff);
|
|
scaleX.Update(diff);
|
|
scaleY.Update(diff);
|
|
adjustX.Update(diff);
|
|
adjustY.Update(diff);
|
|
srcFactor.Update(diff);
|
|
dstFactor.Update(diff);
|
|
|
|
offsetX += vectorX * diff;
|
|
if (offsetX >= 1.f) offsetX -= 1.f;
|
|
if (offsetX < 0.f) offsetX += 1.f;
|
|
|
|
offsetY += vectorY * diff;
|
|
if (offsetY >= 1.f) offsetY -= 1.f;
|
|
if (offsetY < 0.f) offsetY += 1.f;
|
|
|
|
rotation += rotate * diff;
|
|
if (rotation > 360.f) rotation -= 360.f;
|
|
if (rotation < 0.f) rotation += 360.f;
|
|
|
|
if (layerMask != NULL) layerMask->Update(diff);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
struct FParseKey
|
|
{
|
|
const char *name;
|
|
int value;
|
|
};
|
|
|
|
static const FParseKey CycleTags[]=
|
|
{
|
|
{"linear", CYCLE_Linear},
|
|
{"sin", CYCLE_Sin},
|
|
{"cos", CYCLE_Cos},
|
|
{"sawtooth", CYCLE_SawTooth},
|
|
{"square", CYCLE_Square},
|
|
{NULL}
|
|
};
|
|
|
|
static const FParseKey BlendTags[]=
|
|
{
|
|
{"GL_ZERO", GL_ZERO},
|
|
{"GL_ONE", GL_ONE},
|
|
|
|
{"GL_DST_COLOR", GL_DST_COLOR},
|
|
{"GL_ONE_MINUS_DST_COLOR", GL_ONE_MINUS_DST_COLOR},
|
|
{"GL_DST_ALPHA", GL_DST_ALPHA},
|
|
{"GL_ONE_MINUS_DST_ALPHA", GL_ONE_MINUS_DST_ALPHA},
|
|
|
|
{"GL_SRC_COLOR", GL_SRC_COLOR},
|
|
{"GL_ONE_MINUS_SRC_COLOR", GL_ONE_MINUS_SRC_COLOR},
|
|
{"GL_SRC_ALPHA", GL_SRC_ALPHA},
|
|
{"GL_ONE_MINUS_SRC_ALPHA", GL_ONE_MINUS_SRC_ALPHA},
|
|
|
|
{"GL_SRC_ALPHA_SATURATE", GL_SRC_ALPHA_SATURATE},
|
|
{NULL}
|
|
};
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
CycleType FShaderLayer::ParseCycleType(FScanner &sc)
|
|
{
|
|
if (sc.GetString())
|
|
{
|
|
int t = sc.MatchString(&CycleTags[0].name, sizeof(CycleTags[0]));
|
|
if (t > -1) return CycleType(CycleTags[t].value);
|
|
sc.UnGet();
|
|
}
|
|
return CYCLE_Linear;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FShaderLayer::ParseLayer(FScanner &sc)
|
|
{
|
|
bool retval = true;
|
|
float start, end, cycle, r1, r2, g1, g2, b1, b2;
|
|
int type;
|
|
|
|
if (sc.GetString())
|
|
{
|
|
texture = TexMan.CheckForTexture(sc.String, ETextureType::Wall);
|
|
if (!texture.isValid())
|
|
{
|
|
sc.ScriptMessage("Unknown texture '%s'", sc.String);
|
|
retval = false;
|
|
}
|
|
sc.MustGetStringName("{");
|
|
while (!sc.CheckString("}"))
|
|
{
|
|
if (sc.End)
|
|
{
|
|
sc.ScriptError("Unexpected end of file encountered");
|
|
return false;
|
|
}
|
|
|
|
if (sc.Compare("alpha"))
|
|
{
|
|
if (sc.CheckString("cycle"))
|
|
{
|
|
alpha.ShouldCycle(true);
|
|
alpha.SetCycleType(ParseCycleType(sc));
|
|
|
|
sc.MustGetFloat();
|
|
start = sc.Float;
|
|
sc.MustGetFloat();
|
|
end = sc.Float;
|
|
sc.MustGetFloat();
|
|
cycle = sc.Float;
|
|
|
|
alpha.SetParams(start, end, cycle);
|
|
}
|
|
else
|
|
{
|
|
sc.MustGetFloat();
|
|
alpha.SetParams(float(sc.Float), float(sc.Float), 0.f);
|
|
}
|
|
}
|
|
else if (sc.Compare("srcfactor"))
|
|
{
|
|
if (sc.CheckString("cycle"))
|
|
{
|
|
srcFactor.ShouldCycle(true);
|
|
srcFactor.SetCycleType(ParseCycleType(sc));
|
|
|
|
sc.MustGetFloat();
|
|
start = sc.Float;
|
|
sc.MustGetFloat();
|
|
end = sc.Float;
|
|
sc.MustGetFloat();
|
|
cycle = sc.Float;
|
|
|
|
srcFactor.SetParams(start, end, cycle);
|
|
}
|
|
else
|
|
{
|
|
sc.MustGetFloat();
|
|
srcFactor.SetParams(float(sc.Float), float(sc.Float), 0.f);
|
|
}
|
|
}
|
|
if (sc.Compare("destfactor"))
|
|
{
|
|
if (sc.CheckString("cycle"))
|
|
{
|
|
dstFactor.ShouldCycle(true);
|
|
dstFactor.SetCycleType(ParseCycleType(sc));
|
|
|
|
sc.MustGetFloat();
|
|
start = sc.Float;
|
|
sc.MustGetFloat();
|
|
end = sc.Float;
|
|
sc.MustGetFloat();
|
|
cycle = sc.Float;
|
|
|
|
dstFactor.SetParams(start, end, cycle);
|
|
}
|
|
else
|
|
{
|
|
sc.MustGetFloat();
|
|
dstFactor.SetParams(float(sc.Float), float(sc.Float), 0.f);
|
|
}
|
|
}
|
|
else if (sc.Compare("animate"))
|
|
{
|
|
sc.GetString();
|
|
animate = sc.Compare("true");
|
|
}
|
|
else if (sc.Compare("blendfunc"))
|
|
{
|
|
sc.GetString();
|
|
type = sc.MustMatchString(&BlendTags[0].name, sizeof(BlendTags[0]));
|
|
blendFuncSrc = type;// BlendTags[type].value;
|
|
|
|
sc.GetString();
|
|
type = sc.MustMatchString(&BlendTags[0].name, sizeof(BlendTags[0]));
|
|
blendFuncDst = type; //BlendTags[type].value;
|
|
}
|
|
else if (sc.Compare("color"))
|
|
{
|
|
if (sc.CheckString("cycle"))
|
|
{
|
|
CycleType type = ParseCycleType(sc);
|
|
r.ShouldCycle(true);
|
|
g.ShouldCycle(true);
|
|
b.ShouldCycle(true);
|
|
r.SetCycleType(type);
|
|
g.SetCycleType(type);
|
|
b.SetCycleType(type);
|
|
|
|
sc.MustGetFloat();
|
|
r1 = float(sc.Float);
|
|
sc.MustGetFloat();
|
|
g1 = float(sc.Float);
|
|
sc.MustGetFloat();
|
|
b1 = float(sc.Float);
|
|
|
|
// get color2
|
|
sc.MustGetFloat();
|
|
r2 = float(sc.Float);
|
|
sc.MustGetFloat();
|
|
g2 = float(sc.Float);
|
|
sc.MustGetFloat();
|
|
b2 = float(sc.Float);
|
|
|
|
// get cycle time
|
|
sc.MustGetFloat();
|
|
cycle = sc.Float;
|
|
|
|
r.SetParams(r1, r2, cycle);
|
|
g.SetParams(g1, g2, cycle);
|
|
b.SetParams(b1, b2, cycle);
|
|
}
|
|
else
|
|
{
|
|
sc.MustGetFloat();
|
|
r1 = float(sc.Float);
|
|
sc.MustGetFloat();
|
|
g1 = sc.Float;
|
|
sc.MustGetFloat();
|
|
b1 = sc.Float;
|
|
|
|
r.SetParams(r1, r1, 0.f);
|
|
g.SetParams(g1, g1, 0.f);
|
|
b.SetParams(b1, b1, 0.f);
|
|
}
|
|
}
|
|
else if (sc.Compare("center"))
|
|
{
|
|
sc.MustGetFloat();
|
|
centerX = sc.Float;
|
|
sc.MustGetFloat();
|
|
centerY = sc.Float;
|
|
}
|
|
else if (sc.Compare("emissive"))
|
|
{
|
|
sc.GetString();
|
|
emissive = sc.Compare("true");
|
|
}
|
|
else if (sc.Compare("offset"))
|
|
{
|
|
if (sc.CheckString("cycle"))
|
|
{
|
|
adjustX.ShouldCycle(true);
|
|
adjustY.ShouldCycle(true);
|
|
|
|
sc.MustGetFloat();
|
|
r1 = sc.Float;
|
|
sc.MustGetFloat();
|
|
r2 = sc.Float;
|
|
|
|
sc.MustGetFloat();
|
|
g1 = sc.Float;
|
|
sc.MustGetFloat();
|
|
g2 = sc.Float;
|
|
|
|
sc.MustGetFloat();
|
|
cycle = sc.Float;
|
|
|
|
offsetX = r1;
|
|
offsetY = r2;
|
|
|
|
adjustX.SetParams(0.f, g1 - r1, cycle);
|
|
adjustY.SetParams(0.f, g2 - r2, cycle);
|
|
}
|
|
else
|
|
{
|
|
sc.MustGetFloat();
|
|
offsetX = sc.Float;
|
|
sc.MustGetFloat();
|
|
offsetY = sc.Float;
|
|
}
|
|
}
|
|
else if (sc.Compare("offsetfunc"))
|
|
{
|
|
adjustX.SetCycleType(ParseCycleType(sc));
|
|
adjustY.SetCycleType(ParseCycleType(sc));
|
|
}
|
|
else if (sc.Compare("mask"))
|
|
{
|
|
if (layerMask != NULL) delete layerMask;
|
|
layerMask = new FShaderLayer;
|
|
layerMask->ParseLayer(sc);
|
|
}
|
|
else if (sc.Compare("rotate"))
|
|
{
|
|
sc.MustGetFloat();
|
|
rotate = sc.Float;
|
|
}
|
|
else if (sc.Compare("rotation"))
|
|
{
|
|
sc.MustGetFloat();
|
|
rotation = sc.Float;
|
|
}
|
|
else if (sc.Compare("scale"))
|
|
{
|
|
if (sc.CheckString("cycle"))
|
|
{
|
|
scaleX.ShouldCycle(true);
|
|
scaleY.ShouldCycle(true);
|
|
|
|
sc.MustGetFloat();
|
|
r1 = sc.Float;
|
|
sc.MustGetFloat();
|
|
r2 = sc.Float;
|
|
|
|
sc.MustGetFloat();
|
|
g1 = sc.Float;
|
|
sc.MustGetFloat();
|
|
g2 = sc.Float;
|
|
|
|
sc.MustGetFloat();
|
|
cycle = sc.Float;
|
|
|
|
scaleX.SetParams(r1, g1, cycle);
|
|
scaleY.SetParams(r2, g2, cycle);
|
|
}
|
|
else
|
|
{
|
|
sc.MustGetFloat();
|
|
scaleX.SetParams(sc.Float, sc.Float, 0.f);
|
|
sc.MustGetFloat();
|
|
scaleY.SetParams(sc.Float, sc.Float, 0.f);
|
|
}
|
|
}
|
|
else if (sc.Compare("scalefunc"))
|
|
{
|
|
scaleX.SetCycleType(ParseCycleType(sc));
|
|
scaleY.SetCycleType(ParseCycleType(sc));
|
|
}
|
|
else if (sc.Compare("texgen"))
|
|
{
|
|
sc.MustGetString();
|
|
if (sc.Compare("sphere"))
|
|
{
|
|
texgen = SHADER_TexGen_Sphere;
|
|
}
|
|
else
|
|
{
|
|
texgen = SHADER_TexGen_None;
|
|
}
|
|
}
|
|
else if (sc.Compare("vector"))
|
|
{
|
|
if (sc.CheckString("cycle"))
|
|
{
|
|
vectorX.ShouldCycle(true);
|
|
vectorY.ShouldCycle(true);
|
|
|
|
sc.MustGetFloat();
|
|
r1 = sc.Float;
|
|
sc.MustGetFloat();
|
|
g1 = sc.Float;
|
|
sc.MustGetFloat();
|
|
r2 = sc.Float;
|
|
sc.MustGetFloat();
|
|
g2 = sc.Float;
|
|
sc.MustGetFloat();
|
|
cycle = sc.Float;
|
|
|
|
vectorX.SetParams(r1, r2, cycle);
|
|
vectorY.SetParams(g1, g2, cycle);
|
|
}
|
|
else
|
|
{
|
|
sc.MustGetFloat();
|
|
vectorX.SetParams(sc.Float, sc.Float, 0.f);
|
|
sc.MustGetFloat();
|
|
vectorY.SetParams(sc.Float, sc.Float, 0.f);
|
|
}
|
|
}
|
|
else if (sc.Compare("vectorfunc"))
|
|
{
|
|
vectorX.SetCycleType(ParseCycleType(sc));
|
|
vectorY.SetCycleType(ParseCycleType(sc));
|
|
}
|
|
else if (sc.Compare("warp"))
|
|
{
|
|
if (sc.CheckNumber())
|
|
{
|
|
warp = sc.Number >= 0 && sc.Number <= 2? sc.Number : 0;
|
|
}
|
|
else
|
|
{
|
|
// compatibility with ZDoomGL
|
|
sc.MustGetString();
|
|
warp = sc.Compare("true");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sc.ScriptError("Unknown keyword '%s' in shader layer", sc.String);
|
|
}
|
|
}
|
|
}
|
|
return retval;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FTextureShader::FTextureShader()
|
|
{
|
|
layers.Clear();
|
|
lastUpdate = 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FTextureShader::ParseShader(FScanner &sc, TArray<FTextureID> &names)
|
|
{
|
|
bool retval = true;
|
|
|
|
if (sc.GetString())
|
|
{
|
|
name = sc.String;
|
|
|
|
sc.MustGetStringName("{");
|
|
while (!sc.CheckString("}"))
|
|
{
|
|
if (sc.End)
|
|
{
|
|
sc.ScriptError("Unexpected end of file encountered");
|
|
return false;
|
|
}
|
|
else if (sc.Compare("layer"))
|
|
{
|
|
FShaderLayer *lay = new FShaderLayer;
|
|
if (lay->ParseLayer(sc))
|
|
{
|
|
if (layers.Size() < 8)
|
|
{
|
|
layers.Push(lay);
|
|
}
|
|
else
|
|
{
|
|
delete lay;
|
|
sc.ScriptMessage("Only 8 layers per texture allowed.");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
delete lay;
|
|
retval = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sc.ScriptError("Unknown keyword '%s' in shader", sc.String);
|
|
}
|
|
}
|
|
}
|
|
return retval;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FTextureShader::Update(int framems)
|
|
{
|
|
float diff = (framems - lastUpdate) / 1000.f;
|
|
|
|
if (lastUpdate != 0) // && !paused && !bglobal.freeze)
|
|
{
|
|
for (unsigned int i = 0; i < layers.Size(); i++)
|
|
{
|
|
layers[i]->Update(diff);
|
|
}
|
|
}
|
|
lastUpdate = framems;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FTextureShader::FakeUpdate(int framems)
|
|
{
|
|
lastUpdate = framems;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FString FTextureShader::CreateName()
|
|
{
|
|
FString compose = "custom";
|
|
for(unsigned i=0; i<layers.Size(); i++)
|
|
{
|
|
compose.AppendFormat("@%de%ds%ud%ut%dw%d", i, layers[i]->emissive,
|
|
layers[i]->blendFuncSrc, layers[i]->blendFuncDst, layers[i]->texgen, layers[i]->warp);
|
|
}
|
|
return compose;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FString FTextureShader::GenerateCode()
|
|
{
|
|
static const char *funcnames[] = {"gettexel", "getwarp1", "getwarp2" };
|
|
static const char *srcblend[] = { "vec4(0.0)", "src", "src*dest", "1.0-src*dest", "src*dest.a", "1.0-src*dest.a",
|
|
"src*src", "1.0-src*src", "src*src.a", "1.0-src*src", "vec4(src.rgb*src.a, 1)" };
|
|
static const char *dstblend[] = { "vec4(0.0)", "dest", "dest*dest", "1.0-dest*dest", "dest*dest.a", "1.0-dest*dest.a",
|
|
"dest*src", "1.0-dest*src", "dest*src.a", "1.0-dest*src", "vec4(dest.rgb*src.a, 1)" };
|
|
FString compose;
|
|
for(unsigned i=0; i<layers.Size(); i++)
|
|
{
|
|
compose.AppendFormat("src = %s(texture%d, glTexCoord[%d].st) * colors[%d];\n",
|
|
funcnames[layers[i]->warp], i+1, i, i);
|
|
if (!layers[i]->emissive) compose.AppendFormat("src.rgb *= gl_Color.rgb;\n");
|
|
compose.AppendFormat("dest = (%s)*srcfactor + (%s)*dstfactor;\n",
|
|
srcblend[layers[i]->blendFuncSrc], dstblend[layers[i]->blendFuncDst]);
|
|
}
|
|
return compose;
|
|
}
|
|
|