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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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144 lines
2.8 KiB
C
144 lines
2.8 KiB
C
#pragma once
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static const char* display2D_vs = R"(
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in vec3 AttrPosition;
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in vec4 AttrColor;
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in vec2 AttrUV;
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out vec4 Color;
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out vec2 UV;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * vec4(AttrPosition, 1.0f);
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Color = AttrColor;
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UV = AttrUV;
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}
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)";
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static const char* display2D_ps_fsaa = R"(
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in vec4 Color;
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in vec2 UV;
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out vec4 FragColor;
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// Render settings
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// x = texel width
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// y = texel height
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// z = FSAA blend factor
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// w = transparency
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uniform vec4 rendersettings;
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uniform float desaturation;
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uniform sampler2D texture1;
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uniform vec4 texturefactor;
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// This blends the max of 2 pixels
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vec4 addcolor(vec4 c1, vec4 c2)
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{
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return vec4(
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max(c1.r, c2.r),
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max(c1.g, c2.g),
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max(c1.b, c2.b),
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clamp(c1.a + c2.a * 0.5, 0.0, 1.0));
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}
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vec3 desaturate(vec3 texel)
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{
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float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
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return mix(texel, vec3(gray), desaturation);
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}
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void main()
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{
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vec4 c = texture(texture1, UV);
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// If this pixel is not drawn on...
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if(c.a < 0.1f)
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{
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// Mix the colors of nearby pixels
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vec4 n = vec4(0.0);
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n = addcolor(n, texture(texture1, vec2(UV.x + rendersettings.x, UV.y)));
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n = addcolor(n, texture(texture1, vec2(UV.x - rendersettings.x, UV.y)));
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n = addcolor(n, texture(texture1, vec2(UV.x, UV.y + rendersettings.y)));
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n = addcolor(n, texture(texture1, vec2(UV.x, UV.y - rendersettings.y)));
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FragColor = vec4(desaturate(n.rgb), n.a * rendersettings.z * rendersettings.w);
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}
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else
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{
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FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w) * Color;
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}
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FragColor *= texturefactor;
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#if defined(ALPHA_TEST)
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if (FragColor.a < 0.5) discard;
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#endif
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}
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)";
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const char* display2D_ps_normal = R"(
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in vec4 Color;
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in vec2 UV;
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out vec4 FragColor;
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// Render settings
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// x = texel width
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// y = texel height
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// z = FSAA blend factor
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// w = transparency
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uniform vec4 rendersettings;
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uniform float desaturation;
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uniform sampler2D texture1;
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uniform vec4 texturefactor;
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vec3 desaturate(vec3 texel)
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{
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float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
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return mix(texel, vec3(gray), desaturation);
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}
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void main()
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{
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vec4 c = texture(texture1, UV);
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FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w) * Color;
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FragColor *= texturefactor;
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#if defined(ALPHA_TEST)
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if (FragColor.a < 0.5) discard;
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#endif
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}
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)";
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const char* display2D_ps_fullbright = R"(
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in vec4 Color;
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in vec2 UV;
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out vec4 FragColor;
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// Render settings
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// x = texel width
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// y = texel height
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// z = FSAA blend factor
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// w = transparency
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uniform vec4 rendersettings;
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uniform sampler2D texture1;
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uniform vec4 texturefactor;
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void main()
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{
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vec4 c = texture(texture1, UV);
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FragColor = vec4(c.rgb, c.a * rendersettings.w);
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FragColor *= texturefactor;
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#if defined(ALPHA_TEST)
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if (FragColor.a < 0.5) discard;
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#endif
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}
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)";
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