mirror of
https://github.com/DrBeef/Raze.git
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8fd8d0858c
This is one unbelievable piece of weird coding based on the 15 year old concept to avoid conditionals at all costs. As a result the code is totally unreadable and no longer really portable to modern OpenGL. This has to be done in small pieces.
184 lines
6.3 KiB
GLSL
184 lines
6.3 KiB
GLSL
#version 120
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#extension GL_ARB_uniform_buffer_object:enable
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//s_texture points to an indexed color texture
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uniform sampler2D s_texture;
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//s_palswap is the palette swap texture where u is the color index and v is the shade
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uniform sampler2D s_palswap;
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//s_palette is the base palette texture where u is the color index
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uniform sampler2D s_palette;
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uniform sampler2D s_detail;
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uniform sampler2D s_glow;
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uniform vec2 u_palswapPos;
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uniform vec2 u_palswapSize;
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uniform vec2 u_clamp;
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uniform float u_shade;
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uniform float u_numShades;
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uniform float u_visFactor;
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uniform float u_fogEnabled;
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uniform float u_useColorOnly;
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uniform float u_usePalette;
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uniform float u_npotEmulation;
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uniform float u_npotEmulationFactor;
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uniform float u_npotEmulationXOffset;
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uniform float u_shadeInterpolate;
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uniform float u_brightness;
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uniform float u_useDetailMapping;
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uniform float u_useGlowMapping;
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uniform int u_tinteffect;
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uniform vec3 u_tintcolor;
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varying vec4 v_color;
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varying float v_distance;
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const float c_basepalScale = 255.0/256.0;
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const float c_basepalOffset = 0.5/256.0;
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const float c_zero = 0.0;
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const float c_one = 1.0;
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const float c_two = 2.0;
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const vec4 c_vec4_one = vec4(c_one);
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const float c_wrapThreshold = 0.9;
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layout(std140) uniform Palette {
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vec4 palette[256];
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};
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layout(std140) uniform Palswap {
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int palswap[256];
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};
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//===========================================================================
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//
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// Color to grayscale
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//
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//===========================================================================
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float grayscale(vec4 color)
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{
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return dot(color.rgb, vec3(0.3, 0.56, 0.14));
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}
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//===========================================================================
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//
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// Hightile tinting code. (hictinting[dapalnum]) This can be done inside the shader
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// to avoid costly texture duplication (but needs a more modern GLSL than 1.10.)
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//
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//===========================================================================
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vec4 convertColor(vec4 color, int effect, vec3 tint)
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{
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#if 0
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if (effect & HICTINT_GRAYSCALE)
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{
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float g = grayscale(color);
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color = vec4(g, g, g, color.a);
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}
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if (effect & HICTINT_INVERT)
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{
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color = vec4(1.0 - color.r, 1.0 - color.g, 1.0 - color.b);
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}
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vec3 tcol = color.rgb * 255.0; // * 255.0 to make it easier to reuse the integer math.
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tint *= 255.0;
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if (effect & HICTINT_COLORIZE)
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{
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tcol.b = min(((tcol.b) * tint.r) / 64.0, 255.0);
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tcol.g = min(((tcol.g) * tint.g) / 64.0, 255.0);
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tcol.r = min(((tcol.r) * tint.b) / 64.0, 255.0);
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}
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switch (effect & HICTINT_BLENDMASK)
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{
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case HICTINT_BLEND_SCREEN:
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tcol.b = 255.0 - (((255.0 - tcol.b) * (255.0 - tint.r)) / 256.0);
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tcol.g = 255.0 - (((255.0 - tcol.g) * (255.0 - tint.g)) / 256.0);
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tcol.r = 255.0 - (((255.0 - tcol.r) * (255.0 - tint.b)) / 256.0);
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break;
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case HICTINT_BLEND_OVERLAY:
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tcol.b = tcol.b < 128.0? (tcol.b * tint.r) / 128.0 : 255.0 - (((255.0 - tcol.b) * (255.0 - tint.r)) / 128.0);
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tcol.g = tcol.g < 128.0? (tcol.g * tint.g) / 128.0 : 255.0 - (((255.0 - tcol.g) * (255.0 - tint.g)) / 128.0);
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tcol.r = tcol.r < 128.0? (tcol.r * tint.b) / 128.0 : 255.0 - (((255.0 - tcol.r) * (255.0 - tint.b)) / 128.0);
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break;
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case HICTINT_BLEND_HARDLIGHT:
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tcol.b = tint.r < 128.0 ? (tcol.b * tint.r) / 128.0 : 255.0 - (((255.0 - tcol.b) * (255.0 - r)) / 128.0);
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tcol.g = tint.g < 128.0 ? (tcol.g * tint.g) / 128.0 : 255.0 - (((255.0 - tcol.g) * (255.0 - g)) / 128.0);
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tcol.r = tint.b < 128.0 ? (tcol.r * tint.b) / 128.0 : 255.0 - (((255.0 - tcol.r) * (255.0 - b)) / 128.0);
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break;
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}
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color.rgb = tcol / 255.0;
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#endif
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return color;
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}
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//===========================================================================
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//
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// Talk about all the wrong way of being 'efficient'... :(
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//
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//===========================================================================
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void main()
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{
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float coordY = mix(gl_TexCoord[0].y,gl_TexCoord[0].x,u_usePalette);
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float coordX = mix(gl_TexCoord[0].x,gl_TexCoord[0].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(gl_TexCoord[0].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 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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float colorIndex = texture2D(s_palswap, u_palswapPos+u_palswapSize*vec2(color.r, floor(shade)/u_numShades)).r;
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colorIndex = c_basepalOffset + c_basepalScale*colorIndex;
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vec4 palettedColor = texture2D(s_palette, vec2(colorIndex, c_zero));
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colorIndex = texture2D(s_palswap, u_palswapPos+u_palswapSize*vec2(color.r, (floor(shade)+c_one)/u_numShades)).r;
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colorIndex = c_basepalOffset + c_basepalScale*colorIndex;
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vec4 palettedColorNext = texture2D(s_palette, vec2(colorIndex, c_zero));
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palettedColor.rgb = mix(palettedColor.rgb, palettedColorNext.rgb, shadeFrac*u_shadeInterpolate);
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float fullbright = mix(u_usePalette*palettedColor.a, c_zero, u_useColorOnly);
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palettedColor.a = c_one-floor(color.r);
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color = mix(color, palettedColor, u_usePalette);
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if (u_useDetailMapping != 0.0)
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{
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vec4 detailColor = texture2D(s_detail, gl_TexCoord[3].xy);
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detailColor = mix(c_vec4_one, 2.0*detailColor, detailColor.a);
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color.rgb *= detailColor.rgb;
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}
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color = mix(color, c_vec4_one, u_useColorOnly);
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color.rgb = mix(v_color.rgb*color.rgb, color.rgb, fullbright);
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float fogEnabled = mix(u_fogEnabled, c_zero, u_usePalette);
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fullbright = max(c_one-fogEnabled, fullbright);
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float fogFactor = clamp((gl_Fog.end-gl_FogFragCoord)*gl_Fog.scale, fullbright, c_one);
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//float fogFactor = clamp(gl_FogFragCoord, fullbright, c_one);
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color.rgb = mix(gl_Fog.color.rgb, color.rgb, fogFactor);
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if (u_useGlowMapping != 0.0)
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{
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vec4 glowColor = texture2D(s_glow, gl_TexCoord[4].xy);
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color.rgb = mix(color.rgb, glowColor.rgb, glowColor.a*(c_one-u_useColorOnly));
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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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gl_FragData[0] = color;
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}
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