raze/wadsrc/static/demolition/shaders/glsl/polymost.fp
Christoph Oelckers d058084c10 - added an engine resource file.
Currently this only contains the main Polymost shaders and the resources from nblood.pk3.
The latter cannot be used yet because the Build resource management system is too stubborn to add the newly added file without some changes.
It's better to refactor the entire system instead.
2019-10-04 23:29:00 +02:00

107 lines
4.1 KiB
GLSL

#version 110
//include an additional space here so that we can programmatically search for and disable this preprocessor definition easily
#define POLYMOST1_EXTENDED
//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;
//u_texturePosSize is the texture position & size packaged into a single vec4 as {pos.x, pos.y, size.x, size.y}
uniform vec4 u_texturePosSize;
uniform vec2 u_halfTexelSize;
uniform vec2 u_palswapPos;
uniform vec2 u_palswapSize;
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 float u_useDetailMapping;
uniform float u_useGlowMapping;
varying vec4 v_color;
varying float v_distance;
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;
void main()
{
float coordY = mix(gl_TexCoord[0].y,gl_TexCoord[0].x,u_usePalette);
float coordX = mix(gl_TexCoord[0].x,gl_TexCoord[0].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(gl_TexCoord[0].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);
texCoord = clamp(u_texturePosSize.zw*texCoord, u_halfTexelSize, u_texturePosSize.zw-u_halfTexelSize);
vec4 color = texture2D(s_texture, u_texturePosSize.xy+texCoord);
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);
float colorIndex = texture2D(s_palswap, u_palswapPos+u_palswapSize*vec2(color.r, floor(shade)/u_numShades)).r;
colorIndex = c_basepalOffset + c_basepalScale*colorIndex;
vec4 palettedColor = texture2D(s_palette, vec2(colorIndex, c_zero));
colorIndex = texture2D(s_palswap, u_palswapPos+u_palswapSize*vec2(color.r, (floor(shade)+c_one)/u_numShades)).r;
colorIndex = c_basepalOffset + c_basepalScale*colorIndex;
vec4 palettedColorNext = texture2D(s_palette, vec2(colorIndex, c_zero));
palettedColor.rgb = mix(palettedColor.rgb, palettedColorNext.rgb, shadeFrac*u_shadeInterpolate);
float fullbright = mix(u_usePalette*palettedColor.a, c_zero, u_useColorOnly);
palettedColor.a = c_one-floor(color.r);
color = mix(color, palettedColor, u_usePalette);
if (u_useDetailMapping != 0.0)
{
vec4 detailColor = texture2D(s_detail, gl_TexCoord[3].xy);
detailColor = mix(c_vec4_one, 2.0*detailColor, detailColor.a);
color.rgb *= detailColor.rgb;
}
color = mix(color, c_vec4_one, u_useColorOnly);
color.rgb = mix(v_color.rgb*color.rgb, color.rgb, fullbright);
float fogEnabled = mix(u_fogEnabled, c_zero, u_usePalette);
fullbright = max(c_one-fogEnabled, fullbright);
float fogFactor = clamp((gl_Fog.end-gl_FogFragCoord)*gl_Fog.scale, fullbright, c_one);
//float fogFactor = clamp(gl_FogFragCoord, fullbright, c_one);
color.rgb = mix(gl_Fog.color.rgb, color.rgb, fogFactor);
if (u_useGlowMapping != 0.0)
{
vec4 glowColor = texture2D(s_glow, gl_TexCoord[4].xy);
color.rgb = mix(color.rgb, glowColor.rgb, glowColor.a*(c_one-u_useColorOnly));
}
color.a *= v_color.a;
color.rgb = pow(color.rgb, vec3(u_brightness));
gl_FragData[0] = color;
}