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LOVE 11.0 default shader (OpenGLES 3.x)
#version 300 es
#define PIXEL PIXEL
#if !defined(GL_ES) && __VERSION__ < 140
#define lowp
#define mediump
#define highp
#endif
#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)
#define LOVE_HIGHP_OR_MEDIUMP highp
#else
#define LOVE_HIGHP_OR_MEDIUMP mediump
#endif
#define number float
#define Image sampler2D
#define ArrayImage sampler2DArray
#define CubeImage samplerCube
#define VolumeImage sampler3D
#if __VERSION__ >= 300 && !defined(LOVE_GLSL1_ON_GLSL3)
#define DepthImage sampler2DShadow
#define DepthArrayImage sampler2DArrayShadow
#define DepthCubeImage samplerCubeShadow
#endif
#define extern uniform
#ifdef GL_EXT_texture_array
#extension GL_EXT_texture_array : enable
#endif
#ifdef GL_OES_texture_3D
#extension GL_OES_texture_3D : enable
#endif
#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
#ifdef GL_ES
precision mediump float;
#endif
#define love_MaxCanvases gl_MaxDrawBuffers
#if __VERSION__ >= 130
#define varying in
layout(location = 0) out vec4 love_Canvases[love_MaxCanvases];
#define love_PixelColor love_Canvases[0]
#else
#define love_Canvases gl_FragData
#define love_PixelColor gl_FragColor
#endif
// See Shader::updateScreenParams in Shader.cpp.
#define love_PixelCoord (vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w))
// According to the GLSL ES 1.0 spec, uniform precision must match between stages,
// but we can't guarantee that highp is always supported in fragment shaders...
// We *really* don't want to use mediump for these in vertex shaders though.
uniform LOVE_HIGHP_OR_MEDIUMP mat4 ViewSpaceFromLocal;
uniform LOVE_HIGHP_OR_MEDIUMP mat4 ClipSpaceFromView;
uniform LOVE_HIGHP_OR_MEDIUMP mat4 ClipSpaceFromLocal;
uniform LOVE_HIGHP_OR_MEDIUMP mat3 ViewNormalFromLocal;
uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_ScreenSize;
// Compatibility
#define TransformMatrix ViewSpaceFromLocal
#define ProjectionMatrix ClipSpaceFromView
#define TransformProjectionMatrix ClipSpaceFromLocal
#define NormalMatrix ViewNormalFromLocal
#ifdef GL_ES
#if __VERSION__ >= 300 || defined(GL_EXT_texture_array)
precision lowp sampler2DArray;
#endif
#if __VERSION__ >= 300 || defined(GL_OES_texture_3D)
precision lowp sampler3D;
#endif
#if __VERSION__ >= 300
precision lowp sampler2DShadow;
precision lowp samplerCubeShadow;
precision lowp sampler2DArrayShadow;
#endif
#endif
#if __VERSION__ >= 130 && !defined(LOVE_GLSL1_ON_GLSL3)
#define Texel texture
#else
#if __VERSION__ >= 130
#define texture2D Texel
#define texture3D Texel
#define textureCube Texel
#define texture2DArray Texel
#define love_texture2D texture
#define love_texture3D texture
#define love_textureCube texture
#define love_texture2DArray texture
#else
#define love_texture2D texture2D
#define love_texture3D texture3D
#define love_textureCube textureCube
#define love_texture2DArray texture2DArray
#endif
vec4 Texel(sampler2D s, vec2 c) { return love_texture2D(s, c); }
vec4 Texel(samplerCube s, vec3 c) { return love_textureCube(s, c); }
#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
vec4 Texel(sampler3D s, vec3 c) { return love_texture3D(s, c); }
#endif
#if __VERSION__ >= 130 || defined(GL_EXT_texture_array)
vec4 Texel(sampler2DArray s, vec3 c) { return love_texture2DArray(s, c); }
#endif
#ifdef PIXEL
vec4 Texel(sampler2D s, vec2 c, float b) { return love_texture2D(s, c, b); }
vec4 Texel(samplerCube s, vec3 c, float b) { return love_textureCube(s, c, b); }
#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
vec4 Texel(sampler3D s, vec3 c, float b) { return love_texture3D(s, c, b); }
#endif
#if __VERSION__ >= 130 || defined(GL_EXT_texture_array)
vec4 Texel(sampler2DArray s, vec3 c, float b) { return love_texture2DArray(s, c, b); }
#endif
#endif
#define texture love_texture
#endif
float gammaToLinearPrecise(float c) {
return c <= 0.04045 ? c * 0.077399380804954 : pow((c + 0.055) * 0.9478672985782, 2.4);
}
vec3 gammaToLinearPrecise(vec3 c) {
bvec3 leq = lessThanEqual(c, vec3(0.04045));
c.r = leq.r ? c.r * 0.077399380804954 : pow((c.r + 0.055) * 0.9478672985782, 2.4);
c.g = leq.g ? c.g * 0.077399380804954 : pow((c.g + 0.055) * 0.9478672985782, 2.4);
c.b = leq.b ? c.b * 0.077399380804954 : pow((c.b + 0.055) * 0.9478672985782, 2.4);
return c;
}
vec4 gammaToLinearPrecise(vec4 c) { return vec4(gammaToLinearPrecise(c.rgb), c.a); }
float linearToGammaPrecise(float c) {
return c < 0.0031308 ? c * 12.92 : 1.055 * pow(c, 1.0 / 2.4) - 0.055;
}
vec3 linearToGammaPrecise(vec3 c) {
bvec3 lt = lessThanEqual(c, vec3(0.0031308));
c.r = lt.r ? c.r * 12.92 : 1.055 * pow(c.r, 1.0 / 2.4) - 0.055;
c.g = lt.g ? c.g * 12.92 : 1.055 * pow(c.g, 1.0 / 2.4) - 0.055;
c.b = lt.b ? c.b * 12.92 : 1.055 * pow(c.b, 1.0 / 2.4) - 0.055;
return c;
}
vec4 linearToGammaPrecise(vec4 c) { return vec4(linearToGammaPrecise(c.rgb), c.a); }
// http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
mediump float gammaToLinearFast(mediump float c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
mediump vec3 gammaToLinearFast(mediump vec3 c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
mediump vec4 gammaToLinearFast(mediump vec4 c) { return vec4(gammaToLinearFast(c.rgb), c.a); }
mediump float linearToGammaFast(mediump float c) { return max(1.055 * pow(max(c, 0.0), 0.41666666) - 0.055, 0.0); }
mediump vec3 linearToGammaFast(mediump vec3 c) { return max(1.055 * pow(max(c, vec3(0.0)), vec3(0.41666666)) - 0.055, vec3(0.0)); }
mediump vec4 linearToGammaFast(mediump vec4 c) { return vec4(linearToGammaFast(c.rgb), c.a); }
#define gammaToLinear gammaToLinearFast
#define linearToGamma linearToGammaFast
#ifdef LOVE_GAMMA_CORRECT
#define gammaCorrectColor gammaToLinear
#define unGammaCorrectColor linearToGamma
#define gammaCorrectColorPrecise gammaToLinearPrecise
#define unGammaCorrectColorPrecise linearToGammaPrecise
#define gammaCorrectColorFast gammaToLinearFast
#define unGammaCorrectColorFast linearToGammaFast
#else
#define gammaCorrectColor
#define unGammaCorrectColor
#define gammaCorrectColorPrecise
#define unGammaCorrectColorPrecise
#define gammaCorrectColorFast
#define unGammaCorrectColorFast
#endif
uniform sampler2D love_VideoYChannel;
uniform sampler2D love_VideoCbChannel;
uniform sampler2D love_VideoCrChannel;
vec4 VideoTexel(vec2 texcoords) {
vec3 yuv;
yuv[0] = Texel(love_VideoYChannel, texcoords).r;
yuv[1] = Texel(love_VideoCbChannel, texcoords).r;
yuv[2] = Texel(love_VideoCrChannel, texcoords).r;
yuv += vec3(-0.0627451017, -0.501960814, -0.501960814);
vec4 color;
color.r = dot(yuv, vec3(1.164, 0.000, 1.596));
color.g = dot(yuv, vec3(1.164, -0.391, -0.813));
color.b = dot(yuv, vec3(1.164, 2.018, 0.000));
color.a = 1.0;
return gammaCorrectColor(color);
}
uniform sampler2D MainTex;
varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
varying mediump vec4 VaryingColor;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord);
void main() {
love_PixelColor = effect(VaryingColor, MainTex, VaryingTexCoord.st, love_PixelCoord);
}
#line 1
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
return Texel(tex, texcoord) * vcolor;
}
#version 300 es
#define VERTEX VERTEX
#if !defined(GL_ES) && __VERSION__ < 140
#define lowp
#define mediump
#define highp
#endif
#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)
#define LOVE_HIGHP_OR_MEDIUMP highp
#else
#define LOVE_HIGHP_OR_MEDIUMP mediump
#endif
#define number float
#define Image sampler2D
#define ArrayImage sampler2DArray
#define CubeImage samplerCube
#define VolumeImage sampler3D
#if __VERSION__ >= 300 && !defined(LOVE_GLSL1_ON_GLSL3)
#define DepthImage sampler2DShadow
#define DepthArrayImage sampler2DArrayShadow
#define DepthCubeImage samplerCubeShadow
#endif
#define extern uniform
#ifdef GL_EXT_texture_array
#extension GL_EXT_texture_array : enable
#endif
#ifdef GL_OES_texture_3D
#extension GL_OES_texture_3D : enable
#endif
#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
#define love_Position gl_Position
#if __VERSION__ >= 130
#define attribute in
#define varying out
#ifndef LOVE_GLSL1_ON_GLSL3
#define love_VertexID gl_VertexID
#define love_InstanceID gl_InstanceID
#endif
#endif
#ifdef GL_ES
uniform mediump float love_PointSize;
#endif
// According to the GLSL ES 1.0 spec, uniform precision must match between stages,
// but we can't guarantee that highp is always supported in fragment shaders...
// We *really* don't want to use mediump for these in vertex shaders though.
uniform LOVE_HIGHP_OR_MEDIUMP mat4 ViewSpaceFromLocal;
uniform LOVE_HIGHP_OR_MEDIUMP mat4 ClipSpaceFromView;
uniform LOVE_HIGHP_OR_MEDIUMP mat4 ClipSpaceFromLocal;
uniform LOVE_HIGHP_OR_MEDIUMP mat3 ViewNormalFromLocal;
uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_ScreenSize;
// Compatibility
#define TransformMatrix ViewSpaceFromLocal
#define ProjectionMatrix ClipSpaceFromView
#define TransformProjectionMatrix ClipSpaceFromLocal
#define NormalMatrix ViewNormalFromLocal
#ifdef GL_ES
#if __VERSION__ >= 300 || defined(GL_EXT_texture_array)
precision lowp sampler2DArray;
#endif
#if __VERSION__ >= 300 || defined(GL_OES_texture_3D)
precision lowp sampler3D;
#endif
#if __VERSION__ >= 300
precision lowp sampler2DShadow;
precision lowp samplerCubeShadow;
precision lowp sampler2DArrayShadow;
#endif
#endif
#if __VERSION__ >= 130 && !defined(LOVE_GLSL1_ON_GLSL3)
#define Texel texture
#else
#if __VERSION__ >= 130
#define texture2D Texel
#define texture3D Texel
#define textureCube Texel
#define texture2DArray Texel
#define love_texture2D texture
#define love_texture3D texture
#define love_textureCube texture
#define love_texture2DArray texture
#else
#define love_texture2D texture2D
#define love_texture3D texture3D
#define love_textureCube textureCube
#define love_texture2DArray texture2DArray
#endif
vec4 Texel(sampler2D s, vec2 c) { return love_texture2D(s, c); }
vec4 Texel(samplerCube s, vec3 c) { return love_textureCube(s, c); }
#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
vec4 Texel(sampler3D s, vec3 c) { return love_texture3D(s, c); }
#endif
#if __VERSION__ >= 130 || defined(GL_EXT_texture_array)
vec4 Texel(sampler2DArray s, vec3 c) { return love_texture2DArray(s, c); }
#endif
#ifdef PIXEL
vec4 Texel(sampler2D s, vec2 c, float b) { return love_texture2D(s, c, b); }
vec4 Texel(samplerCube s, vec3 c, float b) { return love_textureCube(s, c, b); }
#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
vec4 Texel(sampler3D s, vec3 c, float b) { return love_texture3D(s, c, b); }
#endif
#if __VERSION__ >= 130 || defined(GL_EXT_texture_array)
vec4 Texel(sampler2DArray s, vec3 c, float b) { return love_texture2DArray(s, c, b); }
#endif
#endif
#define texture love_texture
#endif
float gammaToLinearPrecise(float c) {
return c <= 0.04045 ? c * 0.077399380804954 : pow((c + 0.055) * 0.9478672985782, 2.4);
}
vec3 gammaToLinearPrecise(vec3 c) {
bvec3 leq = lessThanEqual(c, vec3(0.04045));
c.r = leq.r ? c.r * 0.077399380804954 : pow((c.r + 0.055) * 0.9478672985782, 2.4);
c.g = leq.g ? c.g * 0.077399380804954 : pow((c.g + 0.055) * 0.9478672985782, 2.4);
c.b = leq.b ? c.b * 0.077399380804954 : pow((c.b + 0.055) * 0.9478672985782, 2.4);
return c;
}
vec4 gammaToLinearPrecise(vec4 c) { return vec4(gammaToLinearPrecise(c.rgb), c.a); }
float linearToGammaPrecise(float c) {
return c < 0.0031308 ? c * 12.92 : 1.055 * pow(c, 1.0 / 2.4) - 0.055;
}
vec3 linearToGammaPrecise(vec3 c) {
bvec3 lt = lessThanEqual(c, vec3(0.0031308));
c.r = lt.r ? c.r * 12.92 : 1.055 * pow(c.r, 1.0 / 2.4) - 0.055;
c.g = lt.g ? c.g * 12.92 : 1.055 * pow(c.g, 1.0 / 2.4) - 0.055;
c.b = lt.b ? c.b * 12.92 : 1.055 * pow(c.b, 1.0 / 2.4) - 0.055;
return c;
}
vec4 linearToGammaPrecise(vec4 c) { return vec4(linearToGammaPrecise(c.rgb), c.a); }
// http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
mediump float gammaToLinearFast(mediump float c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
mediump vec3 gammaToLinearFast(mediump vec3 c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
mediump vec4 gammaToLinearFast(mediump vec4 c) { return vec4(gammaToLinearFast(c.rgb), c.a); }
mediump float linearToGammaFast(mediump float c) { return max(1.055 * pow(max(c, 0.0), 0.41666666) - 0.055, 0.0); }
mediump vec3 linearToGammaFast(mediump vec3 c) { return max(1.055 * pow(max(c, vec3(0.0)), vec3(0.41666666)) - 0.055, vec3(0.0)); }
mediump vec4 linearToGammaFast(mediump vec4 c) { return vec4(linearToGammaFast(c.rgb), c.a); }
#define gammaToLinear gammaToLinearFast
#define linearToGamma linearToGammaFast
#ifdef LOVE_GAMMA_CORRECT
#define gammaCorrectColor gammaToLinear
#define unGammaCorrectColor linearToGamma
#define gammaCorrectColorPrecise gammaToLinearPrecise
#define unGammaCorrectColorPrecise linearToGammaPrecise
#define gammaCorrectColorFast gammaToLinearFast
#define unGammaCorrectColorFast linearToGammaFast
#else
#define gammaCorrectColor
#define unGammaCorrectColor
#define gammaCorrectColorPrecise
#define unGammaCorrectColorPrecise
#define gammaCorrectColorFast
#define unGammaCorrectColorFast
#endif
void setPointSize() {
#ifdef GL_ES
gl_PointSize = love_PointSize;
#endif
}
attribute vec4 VertexPosition;
attribute vec4 VertexTexCoord;
attribute vec4 VertexColor;
attribute vec4 ConstantColor;
varying vec4 VaryingTexCoord;
varying vec4 VaryingColor;
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition);
void main() {
VaryingTexCoord = VertexTexCoord;
VaryingColor = gammaCorrectColor(VertexColor) * ConstantColor;
setPointSize();
love_Position = position(ClipSpaceFromLocal, VertexPosition);
}
#line 1
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition) {
return clipSpaceFromLocal * localPosition;
}
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