#version 450 layout(location = 0) in vec4 in_color; layout(location = 1) in vec2 in_uv; layout(location = 2) in vec2 in_mask_uv; layout(location = 3) in float in_fog; layout(location = 0) out vec4 out_color; layout(set = 0, binding = 0) uniform sampler2D tex_sampler; layout(set = 0, binding = 1) uniform sampler2D mask_sampler; layout(push_constant) uniform DrawConstants { mat4 mvp; vec4 tint_color; vec4 ambient_emissive; vec4 light_dir; vec4 light_diffuse; } draw; layout(set = 1, binding = 1, std430) readonly buffer FixedFunctionState { uvec4 stage0_color; uvec4 stage0_alpha; uvec4 stage1_color; uvec4 stage1_alpha; vec4 fog_color; vec4 fog_params; vec4 texture_factor; mat4 world_view; uvec4 flags; } fixed_state; vec4 stage_arg(uint selector, vec4 diffuse, vec4 current, vec4 texel) { uint source = selector & 15u; vec4 value = source == 0u ? diffuse : source == 1u ? current : source == 2u ? texel : source == 3u ? fixed_state.texture_factor : vec4(1.0); if ((selector & 16u) != 0u) value = vec4(1.0) - value; if ((selector & 32u) != 0u) value.rgb = vec3(value.a); return value; } vec4 apply_op(uint op, vec4 a, vec4 b, vec4 current, vec4 diffuse, vec4 texel) { if (op == 2u) return a; // SELECTARG1 if (op == 3u) return b; // SELECTARG2 if (op == 4u) return a * b; // MODULATE if (op == 5u) return 2.0 * a * b; // MODULATE2X if (op == 6u) return 4.0 * a * b; // MODULATE4X if (op == 7u) return a + b; // ADD if (op == 8u) return a + b - vec4(0.5); // ADDSIGNED if (op == 9u) return 2.0 * (a + b - vec4(0.5)); // ADDSIGNED2X if (op == 10u) return a - b; // SUBTRACT if (op == 11u) return a + b - a * b; // ADDSMOOTH if (op == 12u) return mix(b, a, diffuse.a); if (op == 13u) return mix(b, a, texel.a); if (op == 14u) return mix(b, a, fixed_state.texture_factor.a); if (op == 15u) return a + b * (1.0 - texel.a); if (op == 16u) return mix(b, a, current.a); if (op == 18u) return vec4(a.rgb + a.a * b.rgb, a.a); if (op == 19u) return vec4(a.rgb * b.rgb + vec3(a.a), a.a); if (op == 20u) return vec4((1.0 - a.a) * b.rgb + a.rgb, a.a); if (op == 21u) return vec4((vec3(1.0) - a.rgb) * b.rgb + vec3(a.a), a.a); return current; } vec4 apply_stage(uvec4 color_state, uvec4 alpha_state, vec4 diffuse, vec4 current, vec4 texel) { if (color_state.x <= 1u) return current; vec4 color_arg1 = stage_arg(color_state.y, diffuse, current, texel); vec4 color_arg2 = stage_arg(color_state.z, diffuse, current, texel); vec4 result = apply_op(color_state.x, color_arg1, color_arg2, current, diffuse, texel); if (alpha_state.x > 1u) { vec4 alpha_arg1 = stage_arg(alpha_state.y, diffuse, current, texel); vec4 alpha_arg2 = stage_arg(alpha_state.z, diffuse, current, texel); result.a = apply_op(alpha_state.x, alpha_arg1, alpha_arg2, current, diffuse, texel).a; } else if (alpha_state.x == 1u) { result.a = current.a; } return clamp(result, 0.0, 1.0); } void main() { vec4 tex0 = texture(tex_sampler, in_uv); if (fixed_state.flags.x == 2u) { vec3 shadow = tex0.rgb; if (fixed_state.flags.z != 0u && fixed_state.stage1_color.x == 4u) shadow *= texture(mask_sampler, in_mask_uv).rgb; shadow = mix(fixed_state.fog_color.rgb, shadow, in_fog); if (all(greaterThanEqual(shadow, vec3(0.997)))) discard; out_color = vec4(shadow, 1.0); return; } if (fixed_state.flags.x != 0u) { vec4 diffuse = in_color; vec4 color = apply_stage(fixed_state.stage0_color, fixed_state.stage0_alpha, diffuse, diffuse, tex0); if (fixed_state.flags.z != 0u && fixed_state.stage1_color.x > 1u) { vec4 tex1 = texture(mask_sampler, in_mask_uv); color = apply_stage(fixed_state.stage1_color, fixed_state.stage1_alpha, diffuse, color, tex1); } if (fixed_state.stage1_alpha.w != 0u) { float ref = draw.ambient_emissive.a; uint func = fixed_state.stage0_alpha.w; bool passes = func == 1u ? false : func == 2u ? color.a < ref : func == 3u ? abs(color.a - ref) < (0.5 / 255.0) : func == 4u ? color.a <= ref : func == 5u ? color.a > ref : func == 6u ? abs(color.a - ref) >= (0.5 / 255.0) : func == 7u ? color.a >= ref : true; if (!passes) discard; } color.rgb = mix(fixed_state.fog_color.rgb, color.rgb, in_fog); out_color = color; return; } vec4 color = in_color * tex0; if (draw.light_dir.w < -0.4) { vec4 mask_val = texture(mask_sampler, in_mask_uv); if (draw.light_dir.w < -0.8) { if (in_mask_uv.x < 0.0 || in_mask_uv.x > 1.0 || in_mask_uv.y < 0.0 || in_mask_uv.y > 1.0) { discard; } color.rgb *= mask_val.rgb; color.a = mask_val.a * in_color.a; } else { color.a = mask_val.a * in_color.a; if (color.a <= 0.003) discard; } } else if (draw.light_dir.w > 1.001) { // Specular sphere-map stage 1 (D3DTOP_MODULATEALPHA_ADDCOLOR) float spec_power = draw.light_dir.w - 1.0; vec4 spec_map = texture(mask_sampler, in_mask_uv); color.rgb = min(color.rgb + (tex0.a * spec_power) * spec_map.rgb, vec3(1.5)); color.a = 1.0; } if (color.a <= draw.ambient_emissive.a) discard; out_color = color; }