mirror of
https://github.com/holub/mame
synced 2025-05-20 20:58:51 +03:00

* Sync with bgfx upstream revision b91d0b6 * Sync with bx upstream revision d60912b * Sync with bimg upstream revision bd81f60 * Add astc-codec decoder * Rename VertexDecl to VertexLayout * Rename UniformType enum Int1 to Sampler. * Add NVN stub * Fix unused-const-variable error on macOS * Drop redundant explicit language parameters buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only applied to objective c++ files. As such, hardcoding -x offers no benefit while preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on macOS) from working. * Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning * Build bgfx as Objective-C++ on macOS It is needed due to included headers * Enable Direct3D12 and Vulkan bgfx rendering backends * Enable building of spirv shaders * Properly escape /c in cmd call * Comment out dx12 bgfx renderer * Honor VERBOSE setting during shaders build * Only invert hlsl shader XYZ_TO_sRGB matrix for opengl * Add spirv shaders * OpenGL ES needs transposed matrix too * Metal needs transposed matrix as well
65 lines
2.0 KiB
Python
65 lines
2.0 KiB
Python
$input v_normal
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/*
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* Copyright 2019 Attila Kocsis. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include <bgfx_shader.sh>
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// this is from 28-wireframe/fs_wf_mesh.sc by Dario Manesku
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vec3 evalSh(vec3 _dir)
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{
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# define k01 0.2820947918 // sqrt( 1/PI)/2
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# define k02 0.4886025119 // sqrt( 3/PI)/2
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# define k03 1.0925484306 // sqrt(15/PI)/2
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# define k04 0.3153915652 // sqrt( 5/PI)/4
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# define k05 0.5462742153 // sqrt(15/PI)/4
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vec3 shEnv[9];
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shEnv[0] = vec3( 0.967757057878229854, 0.976516067990363390, 0.891218272348969998); /* Band 0 */
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shEnv[1] = vec3(-0.384163503608655643, -0.423492289131209787, -0.425532726148547868); /* Band 1 */
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shEnv[2] = vec3( 0.055906294587354334, 0.056627436881069373, 0.069969936396987467);
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shEnv[3] = vec3( 0.120985157386215209, 0.119297994074027414, 0.117111965829213599);
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shEnv[4] = vec3(-0.176711633774331106, -0.170331404095516392, -0.151345020570876621); /* Band 2 */
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shEnv[5] = vec3(-0.124682114349692147, -0.119340785411183953, -0.096300354204368860);
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shEnv[6] = vec3( 0.001852378550138503, -0.032592784164597745, -0.088204495001329680);
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shEnv[7] = vec3( 0.296365482782109446, 0.281268696656263029, 0.243328223888495510);
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shEnv[8] = vec3(-0.079826665303240341, -0.109340956251195970, -0.157208859664677764);
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vec3 nn = _dir.zxy;
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float sh[9];
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sh[0] = k01;
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sh[1] = -k02*nn.y;
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sh[2] = k02*nn.z;
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sh[3] = -k02*nn.x;
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sh[4] = k03*nn.y*nn.x;
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sh[5] = -k03*nn.y*nn.z;
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sh[6] = k04*(3.0*nn.z*nn.z-1.0);
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sh[7] = -k03*nn.x*nn.z;
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sh[8] = k05*(nn.x*nn.x-nn.y*nn.y);
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vec3 rgb = vec3_splat(0.0);
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rgb += shEnv[0] * sh[0] * 1.0;
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rgb += shEnv[1] * sh[1] * 2.0/2.5;
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rgb += shEnv[2] * sh[2] * 2.0/2.5;
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rgb += shEnv[3] * sh[3] * 2.0/2.5;
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rgb += shEnv[4] * sh[4] * 1.0/2.5;
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rgb += shEnv[5] * sh[5] * 0.5;
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rgb += shEnv[6] * sh[6] * 0.5;
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rgb += shEnv[7] * sh[7] * 0.5;
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rgb += shEnv[8] * sh[8] * 0.5;
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return rgb;
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}
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void main()
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{
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vec3 nn = normalize(v_normal);
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gl_FragColor.xyz = evalSh(nn);
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gl_FragColor.w = 1.0;
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}
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