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jak-project/game/graphics/opengl_renderer/shaders/direct_basic.frag
T
Fabian Bergström 40e2f113e6 Make Jak1 playable on macOS (intel) (#2811)
## Problem

OpenGOAL uses OpenGL 4.3.

Apple stopped upgrading OpenGL after 4.1, so the way OpenGOAL currently
works will never be playable on Macs using OpenGL.

## Solution

Luckily, downgrading to OpenGL 4.1 is not a huge change (at least it
doesn't seem like it to my untrained eyes).

## Changes

* set hints for OpenGL 4.1 instead of 4.3 for __APPLE__
* skip the OpenGL debugging callback setup for macOS (requires 4.3)
* bump down the version string for all shaders
* stop using the `binding` layout qualifier in shader code
* move the `flat` qualifier first (not sure if this is a 4.1 thing or
just Macs being more strict)
* don't mix signed and unsigned ints in shaders (not sure if this is a
4.1 thing or just Macs being more strict)
* add some hacky CPP to the Shader constructor for binding texture units
and bones buffers based on variable names in the shader code

## Results


![image](https://github.com/open-goal/jak-project/assets/33322/dd487c2a-61ac-4e36-a595-976204302977)
![Skärmavbild 2023-07-07 kl 13 10
30](https://github.com/open-goal/jak-project/assets/33322/7976d411-0604-4046-9e8a-123106cedf57)
![Skärmavbild 2023-07-07 kl 13 13
48](https://github.com/open-goal/jak-project/assets/33322/78db4f0c-da31-4889-995c-8f54e56deb5c)
2023-07-08 11:53:43 -04:00

27 lines
704 B
GLSL

#version 410 core
out vec4 color;
in vec4 fragment_color;
in vec4 gs_scissor;
uniform int scissor_enable;
// game width, game height, viewport width, viewport height
uniform vec4 game_sizes;
void main() {
if (scissor_enable == 1) {
float x = gl_FragCoord.x;
float y = gl_FragCoord.y;
float w = (game_sizes.z / game_sizes.x);
float h = (game_sizes.w / game_sizes.y);
float scax0 = gs_scissor.x * w + 0.5;
float scax1 = gs_scissor.y * w + 0.5;
float scay0 = (game_sizes.y - gs_scissor.w) * h + 0.5;
float scay1 = (game_sizes.y - gs_scissor.z) * h + 0.5;
if (x < scax0 || x > scax1) discard;
if (y < scay0 || y > scay1) discard;
}
color = fragment_color;
}