mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-13 22:21:01 +00:00
70 lines
2.4 KiB
GLSL
70 lines
2.4 KiB
GLSL
const int RF_ShadeInterpolate = 64;
|
|
|
|
vec4 ProcessTexel()
|
|
{
|
|
float fullbright = 0.0;
|
|
vec4 color;
|
|
float coordX = vTexCoord.x;
|
|
float coordY = vTexCoord.y;
|
|
vec2 newCoord;
|
|
|
|
// z is the depth in view space, positive going into the screen
|
|
float z = abs(pixelpos.w);
|
|
|
|
#ifdef NPOT_EMULATION
|
|
// Coordinate adjustment for NPOT textures. It is somehow fitting that Build games exploited this texture wrapping quirk of the software rendering engine...
|
|
#if (DEF_NPOT_EMULATION == 1)
|
|
{
|
|
float period = floor(coordY / uNpotEmulation.y);
|
|
coordX += uNpotEmulation.x * floor(mod(coordY, uNpotEmulation.y));
|
|
coordY = period + mod(coordY, uNpotEmulation.y);
|
|
}
|
|
#endif
|
|
|
|
#endif
|
|
newCoord = vec2(coordX, coordY);
|
|
|
|
color = texture(tex, newCoord);
|
|
|
|
#if ((DEF_BLEND_FLAGS & 16384) != 0)
|
|
float visibility = max(uGlobVis * uLightFactor * z - 0.5, 0.0);
|
|
#else
|
|
float visibility = max(uGlobVis * uLightFactor * z, 0.0);
|
|
#endif
|
|
|
|
float numShades = float(uPalLightLevels & 255);
|
|
float shade = (1.0 - uLightLevel) * (numShades);
|
|
shade = clamp((shade + visibility), 0.0, numShades - 1.0);
|
|
|
|
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(texture3, ivec2(palindex, shadeindex), 0).r;
|
|
int colorIndex = int(colorIndexF * 255.0 + 0.1); // The 0.1 is for roundoff error compensation.
|
|
vec4 palettedColor = texelFetch(texture2, ivec2(colorIndex, 0), 0);
|
|
|
|
#if ((DEF_BLEND_FLAGS & 16384) != 0)
|
|
{
|
|
// Get the next shaded palette index for interpolation
|
|
colorIndexF = texelFetch(texture3, ivec2(palindex, shadeindex+1), 0).r;
|
|
colorIndex = int(colorIndexF * 255.0 + 0.1); // The 0.1 is for roundoff error compensation.
|
|
vec4 palettedColorNext = texelFetch(texture2, ivec2(colorIndex, 0), 0);
|
|
float shadeFrac = mod(shade, 1.0);
|
|
palettedColor.rgb = mix(palettedColor.rgb, palettedColorNext.rgb, shadeFrac);
|
|
}
|
|
#endif
|
|
|
|
//palettedColor.a = color.r == 0.0? 0.0 : 1.0;// 1.0-floor(color.r);
|
|
|
|
// Replaces above line without branch
|
|
palettedColor.a = floor(color.r + 0.999);
|
|
|
|
color = palettedColor;
|
|
|
|
//if (color.a < uAlphaThreshold) discard; // it's only here that we have the alpha value available to be able to perform the alpha test.
|
|
|
|
// This replaces the above line to avoid the branch and the discard.. Seems to look the same but could be unforeseen issues.
|
|
float alpha = step(uAlphaThreshold, color.a);
|
|
|
|
return vec4(color.rgb, alpha);
|
|
}
|
|
|