#version 330 //s_texture points to an indexed color texture uniform sampler2D s_texture; //s_palswap is the palette swap texture where u is the color index and v is the shade uniform sampler2D s_palswap; //s_palette is the base palette texture where u is the color index uniform sampler2D s_palette; uniform sampler2D s_detail; uniform sampler2D s_glow; uniform vec2 u_clamp; uniform float u_shade; uniform float u_numShades; uniform float u_visFactor; uniform float u_fogEnabled; uniform float u_useColorOnly; uniform float u_usePalette; uniform float u_npotEmulation; uniform float u_npotEmulationFactor; uniform float u_npotEmulationXOffset; uniform float u_shadeInterpolate; uniform float u_brightness; uniform vec4 u_fog; uniform vec4 u_fogColor; uniform float u_useDetailMapping; uniform float u_useGlowMapping; uniform int u_tinteffect; uniform vec3 u_tintcolor; in vec4 v_color; in float v_distance; in vec4 v_texCoord; in vec4 v_detailCoord; in float v_fogCoord; const float c_basepalScale = 255.0/256.0; const float c_basepalOffset = 0.5/256.0; const float c_zero = 0.0; const float c_one = 1.0; const float c_two = 2.0; const vec4 c_vec4_one = vec4(c_one); const float c_wrapThreshold = 0.9; layout(location=0) out vec4 fragColor; //=========================================================================== // // Color to grayscale // //=========================================================================== float grayscale(vec4 color) { return dot(color.rgb, vec3(0.3, 0.56, 0.14)); } //=========================================================================== // // Hightile tinting code. (hictinting[dapalnum]) This can be done inside the shader // to avoid costly texture duplication (but needs a more modern GLSL than 1.10.) // //=========================================================================== vec4 convertColor(vec4 color, int effect, vec3 tint) { #if 0 if (effect & HICTINT_GRAYSCALE) { float g = grayscale(color); color = vec4(g, g, g, color.a); } if (effect & HICTINT_INVERT) { color = vec4(1.0 - color.r, 1.0 - color.g, 1.0 - color.b); } vec3 tcol = color.rgb * 255.0; // * 255.0 to make it easier to reuse the integer math. tint *= 255.0; if (effect & HICTINT_COLORIZE) { tcol.b = min(((tcol.b) * tint.r) / 64.0, 255.0); tcol.g = min(((tcol.g) * tint.g) / 64.0, 255.0); tcol.r = min(((tcol.r) * tint.b) / 64.0, 255.0); } switch (effect & HICTINT_BLENDMASK) { case HICTINT_BLEND_SCREEN: tcol.b = 255.0 - (((255.0 - tcol.b) * (255.0 - tint.r)) / 256.0); tcol.g = 255.0 - (((255.0 - tcol.g) * (255.0 - tint.g)) / 256.0); tcol.r = 255.0 - (((255.0 - tcol.r) * (255.0 - tint.b)) / 256.0); break; case HICTINT_BLEND_OVERLAY: tcol.b = tcol.b < 128.0? (tcol.b * tint.r) / 128.0 : 255.0 - (((255.0 - tcol.b) * (255.0 - tint.r)) / 128.0); tcol.g = tcol.g < 128.0? (tcol.g * tint.g) / 128.0 : 255.0 - (((255.0 - tcol.g) * (255.0 - tint.g)) / 128.0); tcol.r = tcol.r < 128.0? (tcol.r * tint.b) / 128.0 : 255.0 - (((255.0 - tcol.r) * (255.0 - tint.b)) / 128.0); break; case HICTINT_BLEND_HARDLIGHT: tcol.b = tint.r < 128.0 ? (tcol.b * tint.r) / 128.0 : 255.0 - (((255.0 - tcol.b) * (255.0 - r)) / 128.0); tcol.g = tint.g < 128.0 ? (tcol.g * tint.g) / 128.0 : 255.0 - (((255.0 - tcol.g) * (255.0 - g)) / 128.0); tcol.r = tint.b < 128.0 ? (tcol.r * tint.b) / 128.0 : 255.0 - (((255.0 - tcol.r) * (255.0 - b)) / 128.0); break; } color.rgb = tcol / 255.0; #endif return color; } //=========================================================================== // // // //=========================================================================== void main() { float fullbright = 0.0; vec4 color; if (u_useColorOnly == 0.0) { 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 (u_clamp != 0.0) newCoord = clamp(newCoord.xy, 0.0, 1.0); // Paletted textures are stored in column major order rather than row major so coordinates need to be swapped here. color = texture2D(s_texture, newCoord); // This was further down but it really should be done before applying any kind of depth fading, not afterward. vec4 detailColor = vec4(1.0); if (u_useDetailMapping != 0.0) { detailColor = texture2D(s_detail, v_detailCoord.xy); detailColor = mix(vec4(1.0), 2.0 * detailColor, detailColor.a); // Application of this differs based on render mode because for paletted rendering with palettized shade tables it can only be done after processing the shade table. We only have a palette index before. } float visibility = max(u_visFactor * v_distance - 0.5 * u_shadeInterpolate, 0.0); float shade = clamp((u_shade + visibility), 0.0, u_numShades - 1.0); if (u_usePalette != 0.0) { int palindex = int(color.r * 255.0 + 0.1); // The 0.1 is for roundoff error compensation. int shadeindex = int(floor(shade)); float colorIndexF = texelFetch(s_palswap, ivec2(palindex, shadeindex), 0).r; int colorIndex = int(colorIndexF * 255.0 + 0.1); // The 0.1 is for roundoff error compensation. vec4 palettedColor = texelFetch(s_palette, ivec2(colorIndex, 0), 0); if (u_shadeInterpolate != 0.0) { // Get the next shaded palette index for interpolation colorIndexF = texelFetch(s_palswap, ivec2(palindex, shadeindex+1), 0).r; colorIndex = int(colorIndexF * 255.0 + 0.1); // The 0.1 is for roundoff error compensation. vec4 palettedColorNext = texelFetch(s_palette, ivec2(colorIndex, 0), 0); float shadeFrac = mod(shade, 1.0); palettedColor.rgb = mix(palettedColor.rgb, palettedColorNext.rgb, shadeFrac); } fullbright = palettedColor.a; // This only gets set for paletted rendering. palettedColor.a = c_one-floor(color.r); color = palettedColor.bgra; color.rgb *= detailColor.rgb; // with all this palettizing, this can only be applied afterward, even though it is wrong to do it this way. } else { color.rgb *= detailColor.rgb; // todo: For True Color, calculate a shade value from the table and apply that to the color directly. } if (fullbright == 0.0) color.rgb *= v_color.rgb; color.a *= v_color.a; if (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) )) { float fogFactor; color.rgb *= detailColor.rgb; if (u_fog.z == 0) fogFactor = (u_fog.x-v_fogCoord)*u_fog.y; // linear fog else fogFactor = exp2 (u_fog.z * v_fogCoord); // exponential fog fogFactor = clamp(fogFactor, 0.0, 1.0); color.rgb = mix(u_fogColor.rgb, color.rgb, fogFactor); } } else { // untextured rendering color = v_color; } if (u_useGlowMapping != 0.0 && u_useColorOnly == 0.0) { vec4 glowColor = texture2D(s_glow, v_texCoord.xy); color.rgb = mix(color.rgb, glowColor.rgb, glowColor.a); } color.rgb = pow(color.rgb, vec3(u_brightness)); fragColor = color; }