6837bc30d1
Some cleanup and adjust floating point values to have decimals.
187 lines
4.9 KiB
GLSL
187 lines
4.9 KiB
GLSL
uniform vec4 blackColor;
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uniform vec4 whiteColor;
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uniform int debugShading;
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uniform int numTextureMaps;
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uniform sampler2D textures0;
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uniform sampler2D textures1;
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uniform sampler2D textures2;
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uniform int hasTexture0;
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uniform int hasTexture1;
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uniform int hasTexture2;
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uniform int tevStage0RGB;
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uniform int tevStage1RGB;
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uniform int tevStage2RGB;
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uniform int tevStage3RGB;
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uniform int tevStage4RGB;
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uniform int tevStage5RGB;
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uniform int tevStage0A;
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uniform int tevStage1A;
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uniform int tevStage2A;
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uniform int tevStage3A;
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uniform int tevStage4A;
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uniform int tevStage5A;
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uniform int AlphaInterpolation;
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uniform int numTevStages;
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uniform sampler2D uvTestPattern;
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#define gamma 2.2
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vec3 ColorOP(int type, vec4 color)
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{
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switch (type)
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{
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case 0: return color.rgb;
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case 1: return vec3(1.0) - color.rgb;
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case 2: return color.aaa;
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case 3: return vec3(1.0) - color.aaa;
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case 4: return color.rrr;
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case 5: return vec3(1.0) - color.rrr;
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case 6: return color.ggg;
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case 7: return vec3(1.0) - color.ggg;
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case 8: return color.bbb;
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case 9: return vec3(1.0) - color.bbb;
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default: return color.rgb;
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}
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}
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float AlphaOP(int type, vec4 color)
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{
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switch (type)
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{
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case 0: return color.a;
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case 1: return 1.0 - color.a;
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case 2: return color.r;
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case 3: return 1.0 - color.r;
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case 4: return color.g;
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case 5: return 1.0 - color.g;
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case 6: return color.b;
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case 7: return 1.0 - color.b;
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default: return color.a;
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}
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}
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vec3 ColorCombiner(int type, vec4 j1, vec4 j2, vec4 j3)
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{
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switch (type)
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{
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case 0: return j1.rgb; //Replace
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case 1: return j1.rgb * j2.rgb; //Modulate
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case 2: return j1.rgb + j2.rgb; //Add
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case 3: return j1.rgb + j2.rgb - vec3(0.5); //AddSigned
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case 4: return j1.rgb * j3.rgb + j2.rgb * (vec3(1.0) - j3.rgb); //Interpolate
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case 5: return j1.rgb - j2.rgb; //Subtract
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case 6: return clamp(j1.rgb + j2.rgb, 0.0, 1.0) * j3.rgb; //AddMultiplicate
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case 7: return (j1.rgb * j2.rgb) + j3.rgb; //MultiplcateAdd
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case 8: return j1.rgb; //Overlay
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case 9: return j1.rgb; //Indirect
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case 10: return j1.rgb; //BlendIndirect
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case 11: return j1.rgb; //EachIndirect
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default: return j1.rgb;
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}
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}
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float AlphaCombiner(int type, vec4 j1, vec4 j2, vec4 j3)
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{
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switch (type)
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{
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case 0: return j1.a; //Replace
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case 1: return j1.a * j2.a; //Modulate
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case 2: return j1.a + j2.a; //Add
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case 3: return j1.a + j2.a - 0.5; //AddSigned
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case 4: return j3.a + j2.a * (1.0 - j3.a); //Interpolate
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case 5: return j1.a - j2.a; //Subtract
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case 6: return clamp(j1.a + j2.a, 0.0, 1.0) * j3.a; //AddMultiplicate
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case 7: return (j1.a * j2.a) + j3.a; //MultiplcateAdd
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case 8: return j1.a; //Overlay
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case 9: return j1.a; //Indirect
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case 10: return j1.a; //BlendIndirect
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case 11: return j1.a; //EachIndirect
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default: return j1.a;
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}
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}
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void main()
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{
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vec4 textureMap0 = vec4(1.0);
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vec4 textureMap1 = vec4(1.0);
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vec4 textureMap2 = vec4(1.0);
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if (numTextureMaps > 0)
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{
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if (hasTexture0 == 1)
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textureMap0 = texture2D(textures0, gl_TexCoord[0].st);
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if (hasTexture1 == 1)
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textureMap1 = texture2D(textures1, gl_TexCoord[0].st);
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if (hasTexture2 == 1)
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textureMap2 = texture2D(textures1, gl_TexCoord[0].st);
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}
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if (debugShading == 0)
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{
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// Convert to sRGB.
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vec3 whiteColorSRGB = pow(whiteColor.rgb, vec3(1.0 / gamma));
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vec3 whiteInterpolation = whiteColorSRGB.rgb * textureMap0.rgb;
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vec3 blackInterpolation = (vec3(1.0) - textureMap0.rgb) * blackColor.rgb;
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//vec3 colorBlend = whiteInterpolation + blackInterpolation;
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vec3 colorBlend = ColorCombiner(4, vec4(whiteColorSRGB.rgb, 1.0), blackColor, textureMap0);
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float alpha = textureMap0.a * whiteColor.a;
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//More that 1 texture uses texture combiners
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vec4 j1;
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vec4 j2;
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vec4 j3;
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vec4 fragOutput;
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vec4 previousStage = vec4(1.0);
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if (numTextureMaps > 1 && numTevStages > 4)
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{
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for (int i = 0; i < numTevStages; i++)
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{
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j1 = textureMap0;
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j2 = textureMap1;
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j3 = vec4(1.0);
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if (numTextureMaps > 2)
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j3 = textureMap2;
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vec4 comb1 = vec4(ColorCombiner(tevStage0RGB, j1, j2, j3), AlphaCombiner(tevStage0A, j1,j2,j3));
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previousStage = comb1;
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}
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fragOutput = previousStage;
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}
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else
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{
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if (AlphaInterpolation != 0)
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{
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//Todo these need to interpolate and be smoother
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if (textureMap0.a >= whiteColor.a) alpha = 1.0;
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if (textureMap0.a <= blackColor.a) alpha = 0.0;
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// if (blackColor.a < alpha && alpha < whiteColor.a)
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// alpha = mix(0.0, 1.0, textureMap0.a);
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}
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fragOutput = vec4(colorBlend,alpha);;
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}
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fragOutput *= gl_Color;
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gl_FragColor = fragOutput;
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}
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else if (debugShading == 5)
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gl_FragColor = vec4(textureMap0.rgb, 1.0);
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else if (debugShading == 1)
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gl_FragColor = gl_Color;
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else if (debugShading == 2)
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gl_FragColor = whiteColor;
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else if (debugShading == 3)
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gl_FragColor = blackColor;
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else if (debugShading == 4)
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gl_FragColor = texture2D(uvTestPattern, gl_TexCoord[0].st);
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} |