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- fraqment shader cleanup part one.
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734d8b7d1e
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1 changed files with 29 additions and 16 deletions
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@ -136,16 +136,30 @@ vec4 convertColor(vec4 color, int effect, vec3 tint)
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void main()
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{
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float coordY = mix(v_texCoord.y,v_texCoord.x,u_usePalette);
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float coordX = mix(v_texCoord.x,v_texCoord.y,u_usePalette);
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float period = floor(coordY/u_npotEmulationFactor);
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coordX += u_npotEmulationXOffset*floor(mod(coordY,u_npotEmulationFactor));
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coordY = period+mod(coordY,u_npotEmulationFactor);
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vec2 newCoord = mix(v_texCoord.xy,mix(vec2(coordX,coordY),vec2(coordY,coordX),u_usePalette),u_npotEmulation);
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vec2 transitionBlend = fwidth(floor(newCoord.xy));
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transitionBlend = fwidth(transitionBlend)+transitionBlend;
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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);
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vec4 color = texture2D(s_texture, texCoord);
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float coordX = v_texCoord.x;
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float coordY = v_texCoord.y;
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vec2 newCoord;
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// Coordinate adjustment for NPOT textures (something must have gone very wrong to make this necessary...)
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if (u_npotEmulation != 0.0)
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{
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float period = floor(coordY / u_npotEmulationFactor);
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coordX += u_npotEmulationXOffset * floor(mod(coordY, u_npotEmulationFactor));
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coordY = period + mod(coordY, u_npotEmulationFactor);
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}
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newCoord = vec2(coordX, coordY);
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#if 1
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if (u_clamp != 0.0) newCoord = clamp(newCoord.xy, 0.0, 1.0);
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#else
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// what is this for? The only effect I could observe was a significant degradation of anisotropic filtering.
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vec2 transitionBlend = fwidth(floor(newCoord.xy));
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transitionBlend = fwidth(transitionBlend) + transitionBlend;
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vec2 val1 = mix(fract(newCoord.xy), abs(1.0-mod(newCoord.xy+1.0, 2.0)), transitionBlend);
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vec2 clampedCoord = clamp(newCoord.xy, 0.0, 1.0);
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newCoord = mix(val1, clampedCoord, u_clamp);
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#endif
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vec4 color = texture2D(s_texture, newCoord);
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float shade = clamp((u_shade+max(u_visFactor*v_distance-0.5*u_shadeInterpolate,c_zero)), c_zero, u_numShades-c_one);
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float shadeFrac = mod(shade, c_one);
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@ -168,10 +182,10 @@ void main()
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}
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// should be an 'else' to all the above.
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color = mix(color, c_vec4_one, u_useColorOnly);
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color = mix(color, c_vec4_one, u_useColorOnly);
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// 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)
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color.rgb = mix(v_color.rgb*color.rgb, color.rgb, fullbright);
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color.rgb = mix(v_color.rgb*color.rgb, color.rgb, fullbright);
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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) ))
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{
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@ -190,8 +204,7 @@ void main()
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color.rgb = mix(color.rgb, glowColor.rgb, glowColor.a);
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}
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color.a *= v_color.a;
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color.rgb = pow(color.rgb, vec3(u_brightness));
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fragColor = color;
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color.a *= v_color.a;
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color.rgb = pow(color.rgb, vec3(u_brightness));
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fragColor = color;
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}
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