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