mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-16 07:01:08 +00:00
118 lines
No EOL
2.2 KiB
GLSL
Executable file
118 lines
No EOL
2.2 KiB
GLSL
Executable file
uniforms
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{
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mat4 projection;
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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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vec4 rendersettings;
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float desaturation;
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sampler2D texture1;
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vec4 texturefactor;
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}
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functions
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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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// 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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}
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shader display2d_normal
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{
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in
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{
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vec3 Position;
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vec4 Color;
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vec2 TextureCoordinate;
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}
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v2f
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{
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vec4 Color;
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vec2 UV;
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}
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out
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{
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vec4 FragColor;
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}
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vertex
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{
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gl_Position = projection * vec4(in.Position, 1.0);
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v2f.Color = in.Color;
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v2f.UV = in.TextureCoordinate;
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}
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fragment
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{
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vec4 c = texture(texture1, v2f.UV);
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out.FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w) * v2f.Color;
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out.FragColor *= texturefactor;
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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}
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}
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shader display2d_fullbright extends display2d_normal
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{
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fragment
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{
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vec4 c = texture(texture1, v2f.UV);
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out.FragColor = vec4(c.rgb, c.a * rendersettings.w);
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out.FragColor *= texturefactor;
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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}
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}
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shader display2d_fsaa extends display2d_normal
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{
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fragment
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{
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vec4 c = texture(texture1, v2f.UV);
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// If this pixel is not drawn on...
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if(c.a < 0.1)
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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(v2f.UV.x + rendersettings.x, v2f.UV.y)));
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n = addcolor(n, texture(texture1, vec2(v2f.UV.x - rendersettings.x, v2f.UV.y)));
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n = addcolor(n, texture(texture1, vec2(v2f.UV.x, v2f.UV.y + rendersettings.y)));
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n = addcolor(n, texture(texture1, vec2(v2f.UV.x, v2f.UV.y - rendersettings.y)));
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out.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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out.FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w) * v2f.Color;
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}
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out.FragColor *= texturefactor;
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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}
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} |