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-rw-r--r--chickadee/render/particles.scm26
-rw-r--r--chickadee/render/pbr.scm15
-rw-r--r--chickadee/render/phong.scm30
-rw-r--r--chickadee/render/shader.scm20
-rw-r--r--chickadee/render/shapes.scm46
-rw-r--r--chickadee/render/sprite.scm32
6 files changed, 131 insertions, 38 deletions
diff --git a/chickadee/render/particles.scm b/chickadee/render/particles.scm
index d8778da..d046caf 100644
--- a/chickadee/render/particles.scm
+++ b/chickadee/render/particles.scm
@@ -116,13 +116,18 @@ indefinitely."
(define (make-particles-shader)
(strings->shader
"
-#version 130
-
+#ifdef GLSL330
+layout (location = 0) in vec2 position;
+layout (location = 1) in vec2 tex;
+layout (location = 2) in vec2 offset;
+layout (location = 3) in float life;
+#elif ifdef GLSL130
in vec2 position;
in vec2 tex;
in vec2 offset;
in float life;
-out vec2 frag_tex;
+#endif
+out vec2 fragTex;
out float t;
uniform mat4 mvp;
uniform int lifetime;
@@ -137,21 +142,26 @@ void main(void) {
float ty = float(tile / animationColumns) / animationRows;
float tw = 1.0 / animationColumns;
float th = 1.0 / animationRows;
- frag_tex = vec2(tx, ty) + tex * vec2(tw, th);
+ fragTex = vec2(tx, ty) + tex * vec2(tw, th);
gl_Position = mvp * vec4(position.xy + offset, 0.0, 1.0);
}
"
"
-#version 130
-
-in vec2 frag_tex;
+in vec2 fragTex;
in float t;
+#ifdef GLSL330
+out vec4 fragColor;
+#endif
uniform sampler2D color_texture;
uniform vec4 startColor;
uniform vec4 endColor;
void main (void) {
- gl_FragColor = mix(endColor, startColor, t) * texture2D(color_texture, frag_tex);
+#ifdef GLSL330
+ fragColor = mix(endColor, startColor, t) * texture(color_texture, fragTex);
+#elif ifdef GLSL130
+ gl_FragColor = mix(endColor, startColor, t) * texture2D(color_texture, fragTex);
+#endif
}
"))
diff --git a/chickadee/render/pbr.scm b/chickadee/render/pbr.scm
index 2738b77..ab02659 100644
--- a/chickadee/render/pbr.scm
+++ b/chickadee/render/pbr.scm
@@ -91,10 +91,13 @@
(delay
(strings->shader
"
-#version 130
-
+#ifdef GLSL330
+layout (location = 0) in vec3 position;
+layout (location = 1) in vec2 texcoord0;
+#elif ifdef GLSL130
in vec3 position;
in vec2 texcoord0;
+#endif
out vec2 fragTex;
uniform mat4 model;
uniform mat4 view;
@@ -106,15 +109,19 @@ void main(void) {
}
"
"
-#version 130
-
in vec2 fragTex;
+out vec4 fragColor;
uniform vec3 baseColorFactor;
uniform sampler2D baseColorTexture;
void main (void) {
+#ifdef GLSL330
+ fragColor = texture(baseColorTexture, fragTex) *
+ vec4(baseColorFactor, 1.0);
+#elif ifdef GLSL130
gl_FragColor = texture2D(baseColorTexture, fragTex) *
vec4(baseColorFactor, 1.0);
+#endif
}
")))
diff --git a/chickadee/render/phong.scm b/chickadee/render/phong.scm
index 0f2a938..08bd7c7 100644
--- a/chickadee/render/phong.scm
+++ b/chickadee/render/phong.scm
@@ -114,11 +114,15 @@
(delay
(strings->shader
"
-#version 130
-
+#ifdef GLSL330
+layout (location = 0) in vec3 position;
+layout (location = 1) in vec2 texcoord;
+layout (location = 2) in vec3 normal;
+#elif ifdef GLSL130
in vec3 position;
in vec2 texcoord;
in vec3 normal;
+#endif
uniform mat4 model;
uniform mat4 view;
@@ -135,8 +139,6 @@ void main() {
}
"
"
-#version 130
-
struct Material {
vec3 ambient;
sampler2D ambientMap;
@@ -162,6 +164,10 @@ struct DirectionalLight {
in vec3 fragNorm;
in vec2 fragTex;
+#ifdef GLSL330
+out vec4 fragColor;
+#endif
+
uniform Material material;
uniform DirectionalLight directionalLight;
@@ -170,20 +176,32 @@ void main() {
vec3 baseDiffuseColor;
vec3 baseSpecularColor;
if(material.useAmbientMap) {
+#ifdef GLSL330
+ baseAmbientColor = texture(material.ambientMap, fragTex).xyz;
+#elif ifdef GLSL130
baseAmbientColor = texture2D(material.ambientMap, fragTex).xyz;
+#endif
} else {
baseAmbientColor = vec3(1.0, 1.0, 1.0);
}
if(material.useDiffuseMap) {
// discard transparent fragments.
+#ifdef GLSL330
+ vec4 color = texture(material.diffuseMap, fragTex);
+#elif ifdef GLSL130
vec4 color = texture2D(material.diffuseMap, fragTex);
+#endif
if(color.a == 0.0) { discard; }
baseDiffuseColor = color.xyz;
} else {
baseDiffuseColor = vec3(1.0, 1.0, 1.0);
}
if(material.useSpecularMap) {
+#ifdef GLSL330
+ baseSpecularColor = texture(material.specularMap, fragTex).xyz;
+#elif ifdef GLSL130
baseSpecularColor = texture2D(material.specularMap, fragTex).xyz;
+#endif
} else {
baseSpecularColor = vec3(1.0, 1.0, 1.0);
}
@@ -197,7 +215,11 @@ void main() {
specularFactor = pow(max(dot(lightDir, reflectDir), 0.0), material.shininess);
}
vec3 specularColor = specularFactor * baseSpecularColor * material.specular;
+#ifdef GLSL330
+ fragColor = vec4(ambientColor + diffuseColor + specularColor, 1.0);
+#elif ifdef GLSL130
gl_FragColor = vec4(ambientColor + diffuseColor + specularColor, 1.0);
+#endif
}
")))
diff --git a/chickadee/render/shader.scm b/chickadee/render/shader.scm
index baf0302..d393ef0 100644
--- a/chickadee/render/shader.scm
+++ b/chickadee/render/shader.scm
@@ -505,9 +505,27 @@ them into a GPU shader program."
(info-log gl-get-shaderiv gl-get-shader-info-log id))
(define (linking-error id)
(info-log gl-get-programiv gl-get-program-info-log id))
+ (define (glsl-preprocessor-source)
+ ;; Set up preprocessor directives dynamically based on the current
+ ;; OpenGL context's GLSL version so that we can write shaders that
+ ;; are compatible with as many systems as possible.
+ (let ((glsl-version (gpu-glsl-version (current-gpu))))
+ (cond
+ ((string>= glsl-version "3.3")
+ "#version 330
+#define GLSL330
+")
+ ((string>= glsl-version "1.3")
+ "#version 130
+#define GLSL130
+")
+ (else
+ (error "incompatible GLSL version" glsl-version)))))
(define (make-shader-stage type port)
(let ((id (gl-create-shader type))
- (source (get-bytevector-all port)))
+ (source (string->utf8
+ (string-append (glsl-preprocessor-source)
+ (get-string-all port)))))
(gl-shader-source id 1
(bytevector->pointer
(u64vector
diff --git a/chickadee/render/shapes.scm b/chickadee/render/shapes.scm
index f7412e8..245bc51 100644
--- a/chickadee/render/shapes.scm
+++ b/chickadee/render/shapes.scm
@@ -58,9 +58,11 @@
(delay
(strings->shader
"
-#version 130
-
+#ifdef GLSL330
+layout (location = 0) in vec2 position;
+#elif GLSL130
in vec2 position;
+#endif
uniform mat4 mvp;
void main(void) {
@@ -68,13 +70,17 @@ void main(void) {
}
"
"
-#version 130
-
-in vec2 frag_tex;
+#ifdef GLSL330
+out vec4 fragColor;
+#endif
uniform vec4 color;
void main (void) {
+#ifdef GLSL330
+ fragColor = color;
+#elif ifdef GLSL130
gl_FragColor = color;
+#endif
}
")))
(mvp (make-null-matrix4)))
@@ -133,22 +139,26 @@ void main (void) {
(delay
(strings->shader
"
-#version 130
-
+#ifdef GLSL330
+layout (location = 0) in vec2 position;
+layout (location = 1) in vec2 tex;
+#elif ifdef GLSL130
in vec2 position;
in vec2 tex;
-out vec2 frag_tex;
+#endif
+out vec2 fragTex;
uniform mat4 mvp;
void main(void) {
- frag_tex = tex;
+ fragTex = tex;
gl_Position = mvp * vec4(position.xy, 0.0, 1.0);
}
"
"
-#version 130
-
-in vec2 frag_tex;
+in vec2 fragTex;
+#ifdef GLSL330
+out vec4 fragColor;
+#endif
uniform vec4 color;
uniform float r;
uniform float w;
@@ -159,8 +169,8 @@ float infinity = 1.0 / 0.0;
void main (void) {
float hw = w / 2.0;
- float u = frag_tex.x;
- float v = frag_tex.y;
+ float u = fragTex.x;
+ float v = fragTex.y;
float dx;
float dy;
float d;
@@ -204,9 +214,17 @@ void main (void) {
}
if (d <= hw) {
+#ifdef GLSL330
+ fragColor = color;
+#elif ifdef GLSL130
gl_FragColor = color;
+#endif
} else {
+#ifdef GLSL330
+ fragColor = vec4(color.rgb, color.a * (1.0 - ((d - hw) / r)));
+#elif ifdef GLSL130
gl_FragColor = vec4(color.rgb, color.a * (1.0 - ((d - hw) / r)));
+#endif
}
}
"))))
diff --git a/chickadee/render/sprite.scm b/chickadee/render/sprite.scm
index b6a8232..c3b7efc 100644
--- a/chickadee/render/sprite.scm
+++ b/chickadee/render/sprite.scm
@@ -49,10 +49,13 @@
(delay
(strings->shader
"
-#version 130
-
+#ifdef GLSL330
+layout (location = 0) in vec2 position;
+layout (location = 1) in vec2 tex;
+#elif ifdef GLSL130
in vec2 position;
in vec2 tex;
+#endif
out vec2 fragTex;
uniform mat4 mvp;
@@ -62,14 +65,20 @@ void main(void) {
}
"
"
-#version 130
in vec2 fragTex;
+#ifdef GLSL330
+out vec4 fragColor;
+#endif
uniform sampler2D colorTexture;
uniform vec4 tint;
void main (void) {
+#ifdef GLSL330
+ fragColor = texture2D(colorTexture, fragTex) * tint;
+#elif ifdef GLSL130
gl_FragColor = texture2D(colorTexture, fragTex) * tint;
+#endif
}
")))
@@ -380,11 +389,15 @@ may be specified via the TEXTURE-REGION argument."
(delay
(strings->shader
"
-#version 130
-
+#ifdef GLSL330
+layout (location = 0) in vec2 position;
+layout (location = 1) in vec2 tex;
+layout (location = 2) in vec4 tint;
+#elif ifdef GLSL130
in vec2 position;
in vec2 tex;
in vec4 tint;
+#endif
out vec2 fragTex;
out vec4 fragTint;
uniform mat4 mvp;
@@ -396,14 +409,19 @@ void main(void) {
}
"
"
-#version 130
-
in vec2 fragTex;
in vec4 fragTint;
+#ifdef GLSL330
+out vec4 fragColor;
+#endif
uniform sampler2D colorTexture;
void main (void) {
+#ifdef GLSL330
+ fragColor = texture(colorTexture, fragTex) * fragTint;
+#elif ifdef GLSL130
gl_FragColor = texture2D(colorTexture, fragTex) * fragTint;
+#endif
}
")))