OpenGL2: Use an OpenGL 3.2 core context if available.

This commit is contained in:
SmileTheory 2017-07-13 12:03:10 -07:00
parent 51ca4d35ea
commit d549b642bc
20 changed files with 313 additions and 349 deletions

View file

@ -1,5 +1,7 @@
uniform sampler2D u_DiffuseMap;
uniform int u_AlphaTest;
varying vec2 var_Tex1;
varying vec4 var_Color;
@ -8,5 +10,23 @@ void main()
{
vec4 color = texture2D(u_DiffuseMap, var_Tex1);
gl_FragColor = color * var_Color;
float alpha = color.a * var_Color.a;
if (u_AlphaTest == 1)
{
if (alpha == 0.0)
discard;
}
else if (u_AlphaTest == 2)
{
if (alpha >= 0.5)
discard;
}
else if (u_AlphaTest == 3)
{
if (alpha < 0.5)
discard;
}
gl_FragColor.rgb = color.rgb * var_Color.rgb;
gl_FragColor.a = alpha;
}

View file

@ -1,5 +1,7 @@
uniform sampler2D u_DiffuseMap;
uniform int u_AlphaTest;
varying vec2 var_DiffuseTex;
varying vec4 var_Color;
@ -8,5 +10,24 @@ varying vec4 var_Color;
void main()
{
vec4 color = texture2D(u_DiffuseMap, var_DiffuseTex);
gl_FragColor = color * var_Color;
float alpha = color.a * var_Color.a;
if (u_AlphaTest == 1)
{
if (alpha == 0.0)
discard;
}
else if (u_AlphaTest == 2)
{
if (alpha >= 0.5)
discard;
}
else if (u_AlphaTest == 3)
{
if (alpha < 0.5)
discard;
}
gl_FragColor.rgb = color.rgb * var_Color.rgb;
gl_FragColor.a = alpha;
}

View file

@ -45,6 +45,8 @@ uniform vec4 u_CubeMapInfo;
#endif
#endif
uniform int u_AlphaTest;
varying vec4 var_TexCoords;
varying vec4 var_Color;
@ -228,6 +230,23 @@ void main()
#endif
vec4 diffuse = texture2D(u_DiffuseMap, texCoords);
float alpha = diffuse.a * var_Color.a;
if (u_AlphaTest == 1)
{
if (alpha == 0.0)
discard;
}
else if (u_AlphaTest == 2)
{
if (alpha >= 0.5)
discard;
}
else if (u_AlphaTest == 3)
{
if (alpha < 0.5)
discard;
}
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
L = var_LightDir.xyz;
@ -406,5 +425,5 @@ void main()
#endif
gl_FragColor.a = diffuse.a * var_Color.a;
gl_FragColor.a = alpha;
}

View file

@ -52,10 +52,10 @@ float PCF(const sampler2DShadow shadowmap, const vec2 st, const float dist)
offset.y += offset.x;
if (offset.y > 1.1) offset.y = 0.0;
mult = shadow2D(shadowmap, vec3(st + (offset + vec2(-1.5, 0.5)) * scale, dist)).r
+ shadow2D(shadowmap, vec3(st + (offset + vec2( 0.5, 0.5)) * scale, dist)).r
+ shadow2D(shadowmap, vec3(st + (offset + vec2(-1.5, -1.5)) * scale, dist)).r
+ shadow2D(shadowmap, vec3(st + (offset + vec2( 0.5, -1.5)) * scale, dist)).r;
mult = shadow2D(shadowmap, vec3(st + (offset + vec2(-1.5, 0.5)) * scale, dist))
+ shadow2D(shadowmap, vec3(st + (offset + vec2( 0.5, 0.5)) * scale, dist))
+ shadow2D(shadowmap, vec3(st + (offset + vec2(-1.5, -1.5)) * scale, dist))
+ shadow2D(shadowmap, vec3(st + (offset + vec2( 0.5, -1.5)) * scale, dist));
mult *= 0.25;
#endif
@ -66,23 +66,23 @@ float PCF(const sampler2DShadow shadowmap, const vec2 st, const float dist)
float cosr = cos(r) * scale;
mat2 rmat = mat2(cosr, sinr, -sinr, cosr);
mult = shadow2D(shadowmap, vec3(st + rmat * vec2(-0.7055767, 0.196515), dist)).r;
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.3524343, -0.7791386), dist)).r;
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.2391056, 0.9189604), dist)).r;
mult = shadow2D(shadowmap, vec3(st + rmat * vec2(-0.7055767, 0.196515), dist));
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.3524343, -0.7791386), dist));
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.2391056, 0.9189604), dist));
#if defined(USE_SHADOW_FILTER2)
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.07580382, -0.09224417), dist)).r;
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.5784913, -0.002528916), dist)).r;
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.192888, 0.4064181), dist)).r;
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.6335801, -0.5247476), dist)).r;
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.5579782, 0.7491854), dist)).r;
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.7320465, 0.6317794), dist)).r;
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.07580382, -0.09224417), dist));
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.5784913, -0.002528916), dist));
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.192888, 0.4064181), dist));
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.6335801, -0.5247476), dist));
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.5579782, 0.7491854), dist));
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.7320465, 0.6317794), dist));
mult *= 0.11111;
#else
mult *= 0.33333;
#endif
#else
mult = shadow2D(shadowmap, vec3(st, dist)).r;
mult = shadow2D(shadowmap, vec3(st, dist));
#endif
return mult;