UltimateZoneBuilder/Source/Core/Resources/display2d.shader
2020-01-01 22:41:04 +02:00

118 lines
No EOL
2.2 KiB
GLSL
Executable file

uniforms
{
mat4 projection;
// Render settings
// x = texel width
// y = texel height
// z = FSAA blend factor
// w = transparency
vec4 rendersettings;
float desaturation;
sampler2D texture1;
vec4 texturefactor;
}
functions
{
vec3 desaturate(vec3 texel)
{
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
return mix(texel, vec3(gray), desaturation);
}
// This blends the max of 2 pixels
vec4 addcolor(vec4 c1, vec4 c2)
{
return vec4(
max(c1.r, c2.r),
max(c1.g, c2.g),
max(c1.b, c2.b),
clamp(c1.a + c2.a * 0.5, 0.0, 1.0));
}
}
shader display2d_normal
{
in
{
vec3 Position;
vec4 Color;
vec2 TextureCoordinate;
}
v2f
{
vec4 Color;
vec2 UV;
}
out
{
vec4 FragColor;
}
vertex
{
gl_Position = projection * vec4(in.Position, 1.0);
v2f.Color = in.Color;
v2f.UV = in.TextureCoordinate;
}
fragment
{
vec4 c = texture(texture1, v2f.UV);
out.FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w) * v2f.Color;
out.FragColor *= texturefactor;
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
}
}
shader display2d_fullbright extends display2d_normal
{
fragment
{
vec4 c = texture(texture1, v2f.UV);
out.FragColor = vec4(c.rgb, c.a * rendersettings.w);
out.FragColor *= texturefactor;
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
}
}
shader display2d_fsaa extends display2d_normal
{
fragment
{
vec4 c = texture(texture1, v2f.UV);
// If this pixel is not drawn on...
if(c.a < 0.1)
{
// Mix the colors of nearby pixels
vec4 n = vec4(0.0);
n = addcolor(n, texture(texture1, vec2(v2f.UV.x + rendersettings.x, v2f.UV.y)));
n = addcolor(n, texture(texture1, vec2(v2f.UV.x - rendersettings.x, v2f.UV.y)));
n = addcolor(n, texture(texture1, vec2(v2f.UV.x, v2f.UV.y + rendersettings.y)));
n = addcolor(n, texture(texture1, vec2(v2f.UV.x, v2f.UV.y - rendersettings.y)));
out.FragColor = vec4(desaturate(n.rgb), n.a * rendersettings.z * rendersettings.w);
}
else
{
out.FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w) * v2f.Color;
}
out.FragColor *= texturefactor;
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
}
}