feat: shaders!! working!!
This commit is contained in:
@@ -1,7 +1,12 @@
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use std::{ffi::CString, mem::transmute};
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#![allow(dead_code)]
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use smithay::backend::renderer::gles::ffi::{Gles2, FRAGMENT_SHADER, VERTEX_SHADER};
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use smithay::backend::renderer::gles::{
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ffi::{self, Gles2, FRAGMENT_SHADER, VERTEX_SHADER},
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GlesError,
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};
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use std::mem::transmute;
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use stereokit::Shader;
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use tracing::error;
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struct FfiAssetHeader {
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asset_type: i32,
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@@ -25,26 +30,103 @@ struct FfiShader {
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shader: FfiSkgShader,
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}
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unsafe fn load_shader(c: &Gles2, source: &str, stage: u32) -> u32 {
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let shader = c.CreateShader(stage);
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let shader_source = CString::new(source).unwrap();
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c.ShaderSource(shader, 1, &shader_source.as_ptr(), std::ptr::null());
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c.CompileShader(shader);
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shader
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unsafe fn compile_shader(
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gl: &ffi::Gles2,
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variant: ffi::types::GLuint,
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src: &str,
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) -> Result<ffi::types::GLuint, GlesError> {
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let shader = gl.CreateShader(variant);
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if shader == 0 {
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return Err(GlesError::CreateShaderObject);
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}
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gl.ShaderSource(
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shader,
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1,
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&src.as_ptr() as *const *const u8 as *const *const ffi::types::GLchar,
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&(src.len() as i32) as *const _,
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);
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gl.CompileShader(shader);
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let mut status = ffi::FALSE as i32;
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gl.GetShaderiv(shader, ffi::COMPILE_STATUS, &mut status as *mut _);
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if status == ffi::FALSE as i32 {
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let mut max_len = 0;
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gl.GetShaderiv(shader, ffi::INFO_LOG_LENGTH, &mut max_len as *mut _);
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let mut error = Vec::with_capacity(max_len as usize);
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let mut len = 0;
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gl.GetShaderInfoLog(
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shader,
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max_len as _,
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&mut len as *mut _,
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error.as_mut_ptr() as *mut _,
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);
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error.set_len(len as usize);
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error!(
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"[GL] {}",
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std::str::from_utf8(&error).unwrap_or("<Error Message no utf8>")
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);
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gl.DeleteShader(shader);
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return Err(GlesError::ShaderCompileError);
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}
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Ok(shader)
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}
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unsafe fn link_program(c: &Gles2, vert: u32, frag: u32) -> u32 {
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let program = c.CreateProgram();
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c.AttachShader(program, vert);
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c.AttachShader(program, frag);
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c.LinkProgram(program);
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program
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unsafe fn link_program(
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gl: &ffi::Gles2,
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vert: ffi::types::GLuint,
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frag: ffi::types::GLuint,
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) -> Result<ffi::types::GLuint, GlesError> {
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let program = gl.CreateProgram();
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gl.AttachShader(program, vert);
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gl.AttachShader(program, frag);
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gl.LinkProgram(program);
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// gl.DetachShader(program, vert);
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// gl.DetachShader(program, frag);
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// gl.DeleteShader(vert);
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// gl.DeleteShader(frag);
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let mut status = ffi::FALSE as i32;
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gl.GetProgramiv(program, ffi::LINK_STATUS, &mut status as *mut _);
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if status == ffi::FALSE as i32 {
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let mut max_len = 0;
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gl.GetProgramiv(program, ffi::INFO_LOG_LENGTH, &mut max_len as *mut _);
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let mut error = Vec::with_capacity(max_len as usize);
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let mut len = 0;
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gl.GetProgramInfoLog(
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program,
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max_len as _,
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&mut len as *mut _,
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error.as_mut_ptr() as *mut _,
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);
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error.set_len(len as usize);
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error!(
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"[GL] {}",
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std::str::from_utf8(&error).unwrap_or("<Error Message no utf8>")
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);
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gl.DeleteProgram(program);
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return Err(GlesError::ProgramLinkError);
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}
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Ok(program)
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}
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pub unsafe fn shader_inject(c: &Gles2, sk_shader: &mut Shader, vert_str: &str, frag_str: &str) {
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let gl_vert = dbg!(load_shader(c, vert_str, VERTEX_SHADER));
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let gl_frag = dbg!(load_shader(c, frag_str, FRAGMENT_SHADER));
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let gl_prog = dbg!(link_program(c, gl_vert, gl_frag));
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pub unsafe fn shader_inject(
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c: &Gles2,
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sk_shader: &mut Shader,
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vert_str: &str,
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frag_str: &str,
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) -> Result<(), GlesError> {
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let gl_vert = compile_shader(c, VERTEX_SHADER, vert_str)?;
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let gl_frag = compile_shader(c, FRAGMENT_SHADER, frag_str)?;
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let gl_prog = link_program(c, gl_vert, gl_frag)?;
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let shader: *mut FfiShader = transmute(sk_shader.0.as_mut());
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if let Some(shader) = shader.as_mut() {
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@@ -52,4 +134,6 @@ pub unsafe fn shader_inject(c: &Gles2, sk_shader: &mut Shader, vert_str: &str, f
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shader.shader.pixel = gl_frag;
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shader.shader.program = gl_prog;
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}
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Ok(())
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}
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@@ -1,158 +1,16 @@
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// #version 320 es
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// #extension GL_OES_EGL_image_external : require
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// precision highp float;
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// in vec2 vUV;
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// uniform samplerExternalOES diffuse;
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// uniform vec4 diffuse_i;
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// uniform vec2 uv_scale;
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// uniform vec2 uv_offset;
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// uniform float fcFactor;
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// uniform float ripple;
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// uniform float alpha_min;
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// uniform float alpha_max;
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// float map(float value, float min1, float max1, float min2, float max2) {
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// return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
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// }
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// // float gaussian(float x, float t) {
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// // float PI = 3.14159265358;
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// // return exp(-x*x/(2.0 * t*t))/(sqrt(2.0*PI)*t);
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// // }
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// float besselI0(float x) {
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// return 1.0 + pow(x, 2.0) * (0.25 + pow(x, 2.0) * (0.015625 + pow(x, 2.0) * (0.000434028 + pow(x, 2.0) * (6.78168e-6 + pow(x, 2.0) * (6.78168e-8 + pow(x, 2.0) * (4.7095e-10 + pow(x, 2.0) * (2.40281e-12 + pow(x, 2.0) * (9.38597e-15 + pow(x, 2.0) * (2.8969e-17 + 7.24226e-20 * pow(x, 2.0))))))))));
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// }
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// float kaiser(float x, float alpha) {
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// if (x > 1.0) {
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// return 0.0;
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// }
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// return besselI0(alpha * sqrt(1.0-x*x));
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// }
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// vec4 lowpassFilter(samplerExternalOES tex, samplerExternalOES texSampler, vec2 uv, float alpha) {
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// float PI = 3.14159265358;
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// vec4 q = vec4(0.0);
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// vec2 dx_uv = dFdx(uv);
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// vec2 dy_uv = dFdy(uv);
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// //float width = sqrt(max(dot(dx_uv, dx_uv), dot(dy_uv, dy_uv)));
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// vec2 width = abs(vec2(dx_uv.x, dy_uv.y));
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// vec2 pixelWidth = floor(width * diffuse_i.xy);
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// vec2 aspectRatio = normalize(pixelWidth);
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// vec2 xyf = uv * diffuse_i.xy;
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// ivec2 xy = ivec2(xyf);
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// pixelWidth = clamp(pixelWidth, vec2(1.0), vec2(2.0));
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// ivec2 start = xy - ivec2(pixelWidth);
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// ivec2 end = xy + ivec2(pixelWidth);
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// vec4 outColor = vec4(0.0);
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// float qSum = 0.0;
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// for (int v = start.y; v <= end.y; v++) {
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// for (int u = start.x; u <= end.x; u++) {
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// float kx = fcFactor * (xyf.x - float(u))/pixelWidth.x;
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// float ky = fcFactor * (xyf.y - float(v))/pixelWidth.y;
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// //float lanczosValue = gaussian(kx, fcx);
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// float lanczosValue = kaiser(sqrt(kx*kx + ky*ky), alpha);
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// q += texture2D(tex, (vec2(u, v)+vec2(0.5))/diffuse_i.xy) * lanczosValue;
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// // q += tex.Load(int3(u, v, 0)) * lanczosValue;
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// qSum += lanczosValue;
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// }
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// }
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// return q/qSum;
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// }
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void main() {
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//gl_FragColor = texture2D(diffuse, vec2(1.0 - vUV.x, vUV.y)); //to turn off
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gl_FragColor = lowpassFilter(diffuse, vec2(1.0 - vUV.x, vUV.y), ripple);
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gl_FragColor.a = map(col.a, 0, 1, alpha_min, alpha_max);
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}
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#version 320 es
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#extension GL_OES_EGL_image_external : require
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precision mediump float;
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precision highp int;
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layout(binding = 0, std140) uniform _Global
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{
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highp vec4 diffuse_i;
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highp vec2 uv_scale;
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highp vec2 uv_offset;
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highp float fcFactor;
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highp float ripple;
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highp float alpha_min;
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highp float alpha_max;
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} uniforms;
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layout(binding = 0) uniform highp samplerExternalOES diffuse;
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layout(binding = 0) uniform highp sampler2D diffuse;
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layout(location = 0) in highp vec2 fs_uv;
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layout(location = 0) out highp vec4 gl_FragColor;
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layout(location = 0) out highp vec4 _entryPointOutput;
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void main()
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{
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highp vec2 dx_uv = dFdx(fs_uv);
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highp vec2 dy_uv = dFdy(fs_uv);
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highp vec2 width = fs_uv * uniforms.diffuse_i.xy;
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ivec2 _475 = ivec2(width);
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highp vec2 _477 = clamp(floor(abs(vec2(dx_uv.x, dy_uv.y)) * uniforms.diffuse_i.xy), vec2(1.0), vec2(2.0));
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ivec2 _480 = ivec2(_477);
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ivec2 _481 = _475 - _480;
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ivec2 _485 = _475 + _480;
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int _487 = _481.y;
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highp vec4 _671;
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highp float _672;
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_672 = 0.0;
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_671 = vec4(0.0);
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highp vec4 _679;
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highp float _681;
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for (int _670 = _487; _670 <= _485.y; _672 = _681, _671 = _679, _670++)
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{
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int _496 = _481.x;
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_681 = _672;
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_679 = _671;
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highp vec4 _553;
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highp float _556;
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for (int _673 = _496; _673 <= _485.x; _681 = _556, _679 = _553, _673++)
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{
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highp float _509 = float(_673);
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highp float _514 = (uniforms.fcFactor * (width.x - _509)) / _477.x;
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highp float _520 = float(_670);
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highp float _525 = (uniforms.fcFactor * (width.y - _520)) / _477.y;
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highp float _533 = sqrt((_514 * _514) + (_525 * _525));
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highp float _675;
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do
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{
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if (_533 > 1.0)
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{
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_675 = 0.0;
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break;
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}
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highp float _592 = pow(uniforms.ripple * sqrt(1.0 - (_533 * _533)), 2.0);
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_675 = 1.0 + (_592 * (0.25 + (_592 * (0.015625 + (_592 * (0.00043402801384218037128448486328125 + (_592 * (6.7816799855791032314300537109375e-06 + (_592 * (6.7816799287356843706220388412476e-08 + (_592 * (4.709500012189948847662890329957e-10 + (_592 * (2.4028099388645474121517509047408e-12 + (_592 * (9.3859703944590075486154034933861e-15 + (_592 * (2.8968999943407451927966655969016e-17 + (7.242260299760125752555485045131e-20 * _592)))))))))))))))))));
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break;
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} while(false);
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_553 = _679 + (texture(diffuse, (vec2(_509, _520) + vec2(0.5)) / uniforms.diffuse_i.xy) * _675);
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_556 = _681 + _675;
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}
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}
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highp vec4 _568 = _671 / vec4(_672);
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highp vec3 _417 = pow(_568.xyz, vec3(2.2000000476837158203125));
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highp vec4 _669 = vec4(_417.x, _417.y, _417.z, _568.w);
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_669.w = uniforms.alpha_min + (_568.w * (uniforms.alpha_max - uniforms.alpha_min));
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gl_FragColor = _669;
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highp vec4 _101 = texture(diffuse, fs_uv);
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highp vec3 _104 = pow(_101.xyz, vec3(2.2000000476837158203125));
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_entryPointOutput = vec4(_104.x, _104.y, _104.z, _101.w);
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}
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@@ -1,7 +1,61 @@
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#version 320 es
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in vec2 UV;
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out vec2 vUV;
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// #ifdef GL_AMD_vertex_shader_layer
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// #extension GL_AMD_vertex_shader_layer : enable
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// #elif defined(GL_NV_viewport_array2)
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// #extension GL_NV_viewport_array2 : enable
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// #else
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// #define gl_Layer int _dummy_gl_layer_var
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// #endif
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struct Inst
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{
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mat4 world;
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vec4 color;
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};
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layout(binding = 1, std140) uniform StereoKitBuffer
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{
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layout(row_major) mat4 sk_view[2];
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layout(row_major) mat4 sk_proj[2];
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layout(row_major) mat4 sk_proj_inv[2];
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layout(row_major) mat4 sk_viewproj[2];
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vec4 sk_lighting_sh[9];
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vec4 sk_camera_pos[2];
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vec4 sk_camera_dir[2];
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vec4 sk_fingertip[2];
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vec4 sk_cubemap_i;
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float sk_time;
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uint sk_view_count;
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} _38;
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layout(binding = 2, std140) uniform TransformBuffer
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{
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layout(row_major) Inst sk_inst[819];
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} _56;
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layout(binding = 0, std140) uniform _Global
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{
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vec4 diffuse_i;
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vec2 uv_scale;
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vec2 uv_offset;
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float fcFactor;
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float ripple;
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float alpha_min;
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float alpha_max;
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} _91;
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layout(location = 0) in vec4 input_pos;
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layout(location = 1) in vec3 input_norm;
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layout(location = 2) in vec2 input_uv;
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layout(location = 0) out vec2 fs_uv;
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mat4 spvWorkaroundRowMajor(mat4 wrap) { return wrap; }
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void main()
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{
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uint _155 = uint(gl_InstanceID) % _38.sk_view_count;
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gl_Position = spvWorkaroundRowMajor(_38.sk_viewproj[_155]) * vec4((spvWorkaroundRowMajor(_56.sk_inst[uint(gl_InstanceID) / _38.sk_view_count].world) * vec4(input_pos.xyz, 1.0)).xyz, 1.0);
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fs_uv = (input_uv + _91.uv_offset) * _91.uv_scale;
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// gl_Layer = int(_155);
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}
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void main() {
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vUV = UV;
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}
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75
src/wayland/shaders/simula_old.frag
Normal file
75
src/wayland/shaders/simula_old.frag
Normal file
@@ -0,0 +1,75 @@
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#version 320 es
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#extension GL_OES_EGL_image_external : require
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precision mediump float;
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precision highp int;
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layout(binding = 0, std140) uniform _Global
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{
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highp vec4 diffuse_i;
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highp vec2 uv_scale;
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highp vec2 uv_offset;
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highp float fcFactor;
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highp float ripple;
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highp float alpha_min;
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highp float alpha_max;
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} uniforms;
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layout(binding = 0) uniform highp samplerExternalOES diffuse;
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layout(location = 0) in highp vec2 fs_uv;
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layout(location = 0) out highp vec4 fragColor;
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void main()
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{
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highp vec2 dx_uv = dFdx(fs_uv);
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highp vec2 dy_uv = dFdy(fs_uv);
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highp vec2 width = fs_uv * uniforms.diffuse_i.xy;
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ivec2 _475 = ivec2(width);
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highp vec2 _477 = clamp(floor(abs(vec2(dx_uv.x, dy_uv.y)) * uniforms.diffuse_i.xy), vec2(1.0), vec2(2.0));
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ivec2 _480 = ivec2(_477);
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ivec2 _481 = _475 - _480;
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ivec2 _485 = _475 + _480;
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int _487 = _481.y;
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highp vec4 _671;
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highp float _672;
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_672 = 0.0;
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_671 = vec4(0.0);
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highp vec4 _679;
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highp float _681;
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for (int _670 = _487; _670 <= _485.y; _672 = _681, _671 = _679, _670++)
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{
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int _496 = _481.x;
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_681 = _672;
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_679 = _671;
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highp vec4 _553;
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highp float _556;
|
||||
for (int _673 = _496; _673 <= _485.x; _681 = _556, _679 = _553, _673++)
|
||||
{
|
||||
highp float _509 = float(_673);
|
||||
highp float _514 = (uniforms.fcFactor * (width.x - _509)) / _477.x;
|
||||
highp float _520 = float(_670);
|
||||
highp float _525 = (uniforms.fcFactor * (width.y - _520)) / _477.y;
|
||||
highp float _533 = sqrt((_514 * _514) + (_525 * _525));
|
||||
highp float _675;
|
||||
do
|
||||
{
|
||||
if (_533 > 1.0)
|
||||
{
|
||||
_675 = 0.0;
|
||||
break;
|
||||
}
|
||||
highp float _592 = pow(uniforms.ripple * sqrt(1.0 - (_533 * _533)), 2.0);
|
||||
_675 = 1.0 + (_592 * (0.25 + (_592 * (0.015625 + (_592 * (0.00043402801384218037128448486328125 + (_592 * (6.7816799855791032314300537109375e-06 + (_592 * (6.7816799287356843706220388412476e-08 + (_592 * (4.709500012189948847662890329957e-10 + (_592 * (2.4028099388645474121517509047408e-12 + (_592 * (9.3859703944590075486154034933861e-15 + (_592 * (2.8968999943407451927966655969016e-17 + (7.242260299760125752555485045131e-20 * _592)))))))))))))))))));
|
||||
break;
|
||||
} while(false);
|
||||
_553 = _679 + (texture2D(diffuse, (vec2(_509, _520) + vec2(0.5)) / uniforms.diffuse_i.xy) * _675);
|
||||
_556 = _681 + _675;
|
||||
}
|
||||
}
|
||||
highp vec4 _568 = _671 / vec4(_672);
|
||||
highp vec3 _417 = pow(_568.xyz, vec3(2.2000000476837158203125));
|
||||
highp vec4 _669 = vec4(_417.x, _417.y, _417.z, _568.w);
|
||||
_669.w = uniforms.alpha_min + (_568.w * (uniforms.alpha_max - uniforms.alpha_min));
|
||||
fragColor = _669;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user