233 lines
5.5 KiB
GLSL
233 lines
5.5 KiB
GLSL
#version 330
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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 tevTexMode;
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uniform int AlphaInterpolation;
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uniform int numTevStages;
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uniform vec4 IndirectMat0;
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uniform vec4 IndirectMat1;
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uniform sampler2D uvTestPattern;
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in vec4 VertexColor;
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in vec2 TexCoord0;
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in vec2 TexCoord1;
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in vec2 TexCoord2;
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// Channel Toggles
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uniform int RedChannel;
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uniform int GreenChannel;
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uniform int BlueChannel;
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uniform int AlphaChannel;
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out vec4 fragColor;
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const int CombineModeMask = (1 << 5) - 1;
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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) - color.rgb;
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case 2: return color.aaa;
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case 3: return vec3(1) - color.aaa;
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case 4: return color.rrr;
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case 5: return vec3(1) - color.rrr;
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case 6: return color.ggg;
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case 7: return vec3(1) - color.ggg;
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case 8: return color.bbb;
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case 9: return vec3(1) - 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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float GetComponent(int Type, vec4 Texture)
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{
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switch (Type)
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{
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case 0: return Texture.r;
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case 1: return Texture.g;
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case 2: return Texture.b;
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case 3: return Texture.a;
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case 4: return 1;
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case 5: return 0;
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default: return 1;
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}
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}
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vec3 Interpolate(vec4 j1, vec4 j2, vec4 j3)
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{
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return j1.rgb * j3.rgb + j2.rgb * (vec3(1.0) - j3.rgb);
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}
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vec4 IndTexSingle(vec4 color, sampler2D tex, vec2 texCoord)
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{
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float a = color.a;
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vec2 indirect;
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indirect.x = dot(vec4(color.xyz,1.0), IndirectMat0);
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indirect.y = dot(vec4(color.xyz,1.0), IndirectMat1);
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vec4 outColor = texture2D(tex, texCoord + indirect);
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outColor.a = min(outColor.a, color.a);
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return outColor;
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}
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vec3 ColorCombiner(int type, vec4 j1, vec4 j2, bool maxA)
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{
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switch (type)
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{
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case 0: return j1.rgb * j1.a + j2.rgb * (1.0 - j1.a); //Replace
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case 1: return j1.rgb * j2.rgb; //Modulate
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case 2: return j1.rgb + j2.rgb * j1.a; //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 * j2.rgb; //Interpolate
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case 5: return j1.rgb - j2.rgb * j1.a; //Subtract
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case 6: return clamp(j2.rgb / (1.00001 - j1.rgb * j1.a), 0.0, 1.0); //AddMultiplicate
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case 7: return clamp(vec3(1.0) - (vec3(1.00001 - j2.rgb) / j1.rgb), 0.0, 1.0); //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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void main()
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{
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fragColor = vec4(1);
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return;
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vec4 textureMap0 = vec4(1);
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vec4 textureMap1 = vec4(1);
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vec4 textureMap2 = vec4(1);
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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, TexCoord0.st);
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if (hasTexture1 == 1)
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textureMap1 = texture2D(textures1, TexCoord0.st);
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if (hasTexture2 == 1)
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textureMap2 = texture2D(textures1, TexCoord0.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) - textureMap0.rgb) * blackColor.rgb;
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//vec3 colorBlend = whiteInterpolation + blackInterpolation;
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vec3 colorBlend = Interpolate(vec4(whiteColorSRGB.rgb, 1), 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);
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if (numTextureMaps > 1 && numTevStages > 1)
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{
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for (int i = 0; i < numTevStages; i++)
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{
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//Todo what determines the tev sources???
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if (i == 0)
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{
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j1 = textureMap0;
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j2 = textureMap1;
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j3 = vec4(1);
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}
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if (i == 1)
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{
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}
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if (numTextureMaps > 2 && tevStage0RGB == 9)
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{
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j3 = textureMap2;
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}
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vec4 comb1 = vec4(ColorCombiner(tevStage0RGB, j1, j2, false), 1);
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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 *= VertexColor;
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fragColor = fragOutput;
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}
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else if (debugShading == 5)
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fragColor = vec4(textureMap0.rgb, 1);
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else if (debugShading == 1)
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fragColor = VertexColor;
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else if (debugShading == 2)
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fragColor = whiteColor;
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else if (debugShading == 3)
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fragColor = blackColor;
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else if (debugShading == 4)
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fragColor = texture2D(uvTestPattern, TexCoord0.st);
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} |