- fraqment shader cleanup part one.

This commit is contained in:
Christoph Oelckers 2019-10-06 21:23:51 +02:00
parent 734d8b7d1e
commit 7185bbad81

View file

@ -136,16 +136,30 @@ vec4 convertColor(vec4 color, int effect, vec3 tint)
void main()
{
float coordY = mix(v_texCoord.y,v_texCoord.x,u_usePalette);
float coordX = mix(v_texCoord.x,v_texCoord.y,u_usePalette);
float period = floor(coordY/u_npotEmulationFactor);
coordX += u_npotEmulationXOffset*floor(mod(coordY,u_npotEmulationFactor));
coordY = period+mod(coordY,u_npotEmulationFactor);
vec2 newCoord = mix(v_texCoord.xy,mix(vec2(coordX,coordY),vec2(coordY,coordX),u_usePalette),u_npotEmulation);
vec2 transitionBlend = fwidth(floor(newCoord.xy));
transitionBlend = fwidth(transitionBlend)+transitionBlend;
vec2 texCoord = mix(mix(fract(newCoord.xy), abs(c_one-mod(newCoord.xy+c_one, c_two)), transitionBlend), clamp(newCoord.xy, c_zero, c_one), u_clamp);
vec4 color = texture2D(s_texture, texCoord);
float coordX = v_texCoord.x;
float coordY = v_texCoord.y;
vec2 newCoord;
// Coordinate adjustment for NPOT textures (something must have gone very wrong to make this necessary...)
if (u_npotEmulation != 0.0)
{
float period = floor(coordY / u_npotEmulationFactor);
coordX += u_npotEmulationXOffset * floor(mod(coordY, u_npotEmulationFactor));
coordY = period + mod(coordY, u_npotEmulationFactor);
}
newCoord = vec2(coordX, coordY);
#if 1
if (u_clamp != 0.0) newCoord = clamp(newCoord.xy, 0.0, 1.0);
#else
// what is this for? The only effect I could observe was a significant degradation of anisotropic filtering.
vec2 transitionBlend = fwidth(floor(newCoord.xy));
transitionBlend = fwidth(transitionBlend) + transitionBlend;
vec2 val1 = mix(fract(newCoord.xy), abs(1.0-mod(newCoord.xy+1.0, 2.0)), transitionBlend);
vec2 clampedCoord = clamp(newCoord.xy, 0.0, 1.0);
newCoord = mix(val1, clampedCoord, u_clamp);
#endif
vec4 color = texture2D(s_texture, newCoord);
float shade = clamp((u_shade+max(u_visFactor*v_distance-0.5*u_shadeInterpolate,c_zero)), c_zero, u_numShades-c_one);
float shadeFrac = mod(shade, c_one);
@ -168,10 +182,10 @@ void main()
}
// should be an 'else' to all the above.
color = mix(color, c_vec4_one, u_useColorOnly);
color = mix(color, c_vec4_one, u_useColorOnly);
// only relevant for paletted rendering - in true color this requires a fifth color channel (i.e. an external brightmap - work for later) or an overlay (current implementation)
color.rgb = mix(v_color.rgb*color.rgb, color.rgb, fullbright);
color.rgb = mix(v_color.rgb*color.rgb, color.rgb, fullbright);
if (u_usePalette == 0.0 && u_fogEnabled != 0.0)// the following would make sense if 'fullbright' could ever be true in non-paletted rendering: && (fullbright != 0.0 || u_fogColor.rgb != vec3(0.0) ))
{
@ -190,8 +204,7 @@ void main()
color.rgb = mix(color.rgb, glowColor.rgb, glowColor.a);
}
color.a *= v_color.a;
color.rgb = pow(color.rgb, vec3(u_brightness));
fragColor = color;
color.a *= v_color.a;
color.rgb = pow(color.rgb, vec3(u_brightness));
fragColor = color;
}