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Write macros for reading a vector or matrix without hurting performance. Cleanup blender code.
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@ -509,26 +509,17 @@ public:
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{
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#if 1
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m_part =
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" muxPM[0] = clampedColor; \n"
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" lowp vec4 vprobe = vec4(0.0, 1.0, 2.0, 3.0); \n"
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" if (uForceBlendCycle1 != 0) { \n"
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" muxA[0] = clampedColor.a; \n"
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" lowp float muxa = dot(muxA, vec4(equal(vec4(uBlendMux1[1]), vprobe))); \n"
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" muxB[0] = 1.0 - muxa; \n"
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" lowp vec4 muxpm0 = muxPM * vec4(equal(vec4(uBlendMux1[0]), vprobe)); \n"
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" lowp vec4 muxpm2 = muxPM * vec4(equal(vec4(uBlendMux1[2]), vprobe)); \n"
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" lowp float muxb = dot(muxB, vec4(equal(vec4(uBlendMux1[3]), vprobe))); \n"
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" lowp vec4 blend1 = (muxpm0 * muxa) + (muxpm2 * muxb); \n"
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" clampedColor.rgb = clamp(blend1.rgb, 0.0, 1.0); \n"
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" } else { \n"
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// Workaround for Intel drivers for Mac, issue #1601
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#if defined(OS_MAC_OS_X)
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" clampedColor.rgb = muxPM[uBlendMux1[0]].rgb; \n"
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#else
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" lowp vec4 muxpm0 = muxPM * vec4(equal(vec4(uBlendMux1[0]), vprobe)); \n"
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" clampedColor.rgb = muxpm0.rgb; \n"
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#endif
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" } \n"
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" #define STVEC(pos) step(float(pos) - 0.5, vec4(0.0,1.0,2.0,3.0)) - step(float(pos) + 0.5, vec4(0.0,1.0,2.0,3.0)) \n" // Return the vector of the standard basis of R^4 with a 1 at position <pos> and 0 otherwise.
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" #define MUXA(pos) dot(muxA, STVEC(pos)) \n"
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" #define MUXB(pos) dot(muxB, STVEC(pos)) \n"
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" #define MUXPM(pos) muxPM*(STVEC(pos)) \n"
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" muxPM[0] = clampedColor; \n"
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" if (uForceBlendCycle1 != 0) { \n"
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" muxA[0] = clampedColor.a; \n"
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" muxB[0] = 1.0 - MUXA(uBlendMux1[1]); \n"
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" lowp vec4 blend1 = MUXPM(uBlendMux1[0]) * MUXA(uBlendMux1[1]) + MUXPM(uBlendMux1[2]) * MUXB(uBlendMux1[3]); \n"
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" clampedColor.rgb = clamp(blend1.rgb, 0.0, 1.0); \n"
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" } else clampedColor.rgb = (MUXPM(uBlendMux1[0])).rgb; \n"
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;
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#else
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// Keep old code for reference
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@ -551,28 +542,16 @@ public:
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ShaderBlender2()
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{
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#if 1
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m_part =
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" muxPM[0] = clampedColor; \n"
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" muxPM[1] = vec4(0.0); \n"
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" if (uForceBlendCycle2 != 0) { \n"
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" muxA[0] = clampedColor.a; \n"
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" lowp float muxa = dot(muxA, vec4(equal(vec4(uBlendMux2[1]), vprobe))); \n"
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" muxB[0] = 1.0 - muxa; \n"
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" lowp vec4 muxpm0 = muxPM*vec4(equal(vec4(uBlendMux2[0]), vprobe)); \n"
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" lowp vec4 muxpm2 = muxPM*vec4(equal(vec4(uBlendMux2[2]), vprobe)); \n"
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" lowp float muxb = dot(muxB,vec4(equal(vec4(uBlendMux2[3]), vprobe))); \n"
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" lowp vec4 blend2 = muxpm0 * muxa + muxpm2 * muxb; \n"
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" clampedColor.rgb = clamp(blend2.rgb, 0.0, 1.0); \n"
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" } else { \n"
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// Workaround for Intel drivers for Mac, issue #1601
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#if defined(OS_MAC_OS_X)
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" clampedColor.rgb = muxPM[uBlendMux2[0]].rgb; \n"
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#else
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" lowp vec4 muxpm0 = muxPM * vec4(equal(vec4(uBlendMux2[0]), vprobe)); \n"
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" clampedColor.rgb = muxpm0.rgb; \n"
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#endif
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" } \n"
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;
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m_part =
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" muxPM[0] = clampedColor; \n"
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" muxPM[1] = vec4(0.0); \n"
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" if (uForceBlendCycle2 != 0) { \n"
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" muxA[0] = clampedColor.a; \n"
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" muxB[0] = 1.0 - MUXA(uBlendMux2[1]); \n"
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" lowp vec4 blend2 = MUXPM(uBlendMux2[0]) * MUXA(uBlendMux2[1]) + MUXPM(uBlendMux2[2]) * MUXB(uBlendMux2[3]); \n"
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" clampedColor.rgb = clamp(blend2.rgb, 0.0, 1.0); \n"
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" } else clampedColor.rgb = (MUXPM(uBlendMux2[0])).rgb; \n"
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;
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#else
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// Keep old code for reference
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m_part =
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