- CGraphicFontTexture rasterises glyph pages at the swapchain density (UISetFontOversample, MT_FONT_OVERSAMPLE) with anti-aliased coverage; metrics, packing and UVs stay the 40250 1x values. Default 1 keeps the verbatim bilevel path (Godot unchanged). - native.frag: sharp-bilinear sampling for magnified UI textures. - Multisampled colour/depth with a resolve into the swapchain (MT_MSAA, default 4); stats line reports msaa=N. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
131 lines
5.9 KiB
GLSL
131 lines
5.9 KiB
GLSL
#version 450
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layout(location = 0) in vec4 in_color;
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layout(location = 1) in vec2 in_uv;
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layout(location = 2) in vec2 in_mask_uv;
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layout(location = 3) in float in_fog;
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layout(location = 0) out vec4 out_color;
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layout(set = 0, binding = 0) uniform sampler2D tex_sampler;
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layout(set = 0, binding = 1) uniform sampler2D mask_sampler;
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layout(push_constant) uniform DrawConstants {
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mat4 mvp;
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vec4 params; // bone base + 1, pretransformed, UI mask, unused
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} draw;
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layout(set = 1, binding = 1, std430) readonly buffer FixedFunctionState {
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uvec4 stage_color[2];
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uvec4 stage_alpha[2];
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vec4 fog_color;
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vec4 fog_params;
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vec4 texture_factor;
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mat4 world_view;
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uvec4 flags;
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mat4 normal_matrix;
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uvec4 lighting_flags;
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uvec4 material_sources;
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uvec4 alpha_test; // ALPHATESTENABLE, ALPHAFUNC, ALPHAREF, unused
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} fixed_state;
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vec4 stage_arg(uint selector, vec4 diffuse, vec4 current, vec4 texel) {
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uint source = selector & 15u;
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vec4 value = source == 0u ? diffuse :
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source == 1u ? current :
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source == 2u ? texel :
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source == 3u ? fixed_state.texture_factor : vec4(1.0);
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if ((selector & 16u) != 0u) value = vec4(1.0) - value;
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if ((selector & 32u) != 0u) value.rgb = vec3(value.a);
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return value;
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}
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vec4 apply_op(uint op, vec4 a, vec4 b, vec4 current, vec4 diffuse, vec4 texel) {
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if (op == 2u) return a; // SELECTARG1
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if (op == 3u) return b; // SELECTARG2
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if (op == 4u) return a * b; // MODULATE
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if (op == 5u) return 2.0 * a * b; // MODULATE2X
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if (op == 6u) return 4.0 * a * b; // MODULATE4X
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if (op == 7u) return a + b; // ADD
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if (op == 8u) return a + b - vec4(0.5); // ADDSIGNED
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if (op == 9u) return 2.0 * (a + b - vec4(0.5)); // ADDSIGNED2X
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if (op == 10u) return a - b; // SUBTRACT
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if (op == 11u) return a + b - a * b; // ADDSMOOTH
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if (op == 12u) return mix(b, a, diffuse.a);
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if (op == 13u) return mix(b, a, texel.a);
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if (op == 14u) return mix(b, a, fixed_state.texture_factor.a);
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if (op == 15u) return a + b * (1.0 - texel.a);
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if (op == 16u) return mix(b, a, current.a);
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if (op == 18u) return vec4(a.rgb + a.a * b.rgb, a.a);
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if (op == 19u) return vec4(a.rgb * b.rgb + vec3(a.a), a.a);
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if (op == 20u) return vec4((1.0 - a.a) * b.rgb + a.rgb, a.a);
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if (op == 21u) return vec4((vec3(1.0) - a.rgb) * b.rgb + vec3(a.a), a.a);
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return current;
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}
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vec4 apply_stage(uvec4 color_state, uvec4 alpha_state,
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vec4 diffuse, vec4 current, vec4 texel) {
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if (color_state.x <= 1u) return current;
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vec4 color_arg1 = stage_arg(color_state.y, diffuse, current, texel);
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vec4 color_arg2 = stage_arg(color_state.z, diffuse, current, texel);
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vec4 result = apply_op(color_state.x, color_arg1, color_arg2, current, diffuse, texel);
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if (alpha_state.x > 1u) {
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vec4 alpha_arg1 = stage_arg(alpha_state.y, diffuse, current, texel);
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vec4 alpha_arg2 = stage_arg(alpha_state.z, diffuse, current, texel);
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result.a = apply_op(alpha_state.x, alpha_arg1, alpha_arg2, current, diffuse, texel).a;
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} else if (alpha_state.x == 1u) {
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result.a = current.a;
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}
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return clamp(result, 0.0, 1.0);
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}
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void main() {
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if (fixed_state.flags.x != 0u) {
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// D3D8 texture stage cascade: stage 1 runs unless its COLOROP is D3DTOP_DISABLE.
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vec4 diffuse = in_color;
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vec4 color = apply_stage(fixed_state.stage_color[0], fixed_state.stage_alpha[0],
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diffuse, diffuse, texture(tex_sampler, in_uv));
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if (fixed_state.stage_color[0].x > 1u && fixed_state.stage_color[1].x > 1u)
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color = apply_stage(fixed_state.stage_color[1], fixed_state.stage_alpha[1],
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diffuse, color, texture(mask_sampler, in_mask_uv));
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if (fixed_state.alpha_test.x != 0u) {
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// D3DRS_ALPHAREF is an 8-bit reference compared against the 8-bit pixel alpha.
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uint a = uint(clamp(color.a, 0.0, 1.0) * 255.0 + 0.5);
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uint ref = fixed_state.alpha_test.z & 255u;
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uint func = fixed_state.alpha_test.y;
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bool passes = func == 1u ? false :
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func == 2u ? a < ref :
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func == 3u ? a == ref :
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func == 4u ? a <= ref :
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func == 5u ? a > ref :
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func == 6u ? a != ref :
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func == 7u ? a >= ref : true;
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if (!passes) discard;
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}
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color.rgb = mix(fixed_state.fog_color.rgb, color.rgb, in_fog);
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out_color = color;
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return;
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}
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// 2D UI batch (UIRenderCommand): vertex color times texture, optionally clipped by a mask.
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// The UI is laid out in logical pixels and magnified onto a HiDPI swapchain. Plain bilinear
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// smears each texel over the scale factor; "sharp bilinear" keeps texels square and only blends
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// across a one-pixel seam. Minified or 1:1 texels keep the original bilinear lookup.
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vec2 uv = in_uv;
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vec2 tex_size = vec2(textureSize(tex_sampler, 0));
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vec2 texel = uv * tex_size;
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vec2 texels_per_pixel = fwidth(texel);
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if (texels_per_pixel.x > 0.0 && texels_per_pixel.y > 0.0 &&
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texels_per_pixel.x < 0.99 && texels_per_pixel.y < 0.99) {
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vec2 seam = floor(texel + 0.5);
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texel = seam + clamp((texel - seam) / texels_per_pixel, -0.5, 0.5);
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uv = texel / tex_size;
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}
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vec4 color = in_color * texture(tex_sampler, uv);
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if (draw.params.z > 0.5) {
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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)
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discard;
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vec4 mask_val = texture(mask_sampler, in_mask_uv);
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color.rgb *= mask_val.rgb;
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color.a = mask_val.a * in_color.a;
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}
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out_color = color;
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}
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