mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-14 08:30:50 +00:00
b34d7f9e08
It still looks like shit and only works on the modern render path but at least the basics are working.
31 lines
628 B
GLSL
31 lines
628 B
GLSL
in vec4 vTexCoord;
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out vec4 FragColor;
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vec4 TextureLookup(vec2 tex_coord)
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{
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if (uTextureMode == 1)
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{
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float index = texture(tex, tex_coord).x;
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index = index * 256.0 + 0.5; // We only have 256 color palettes here.
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return texture(texture2, vec2(index, 0.5));
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}
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else
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{
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return texture(tex, tex_coord);
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}
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}
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void main()
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{
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if (uFixedColormap == 0)
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{
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FragColor = TextureLookup(vTexCoord.xy);
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}
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else
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{
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vec4 frag = TextureLookup(vTexCoord.xy);
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float gray = dot(frag.rgb, vec3(0.4, 0.56, 0.14));
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vec4 cm = uFixedColormapStart + gray * uFixedColormapRange;
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FragColor = vec4(clamp(cm.rgb, 0.0, 1.0), 1.0);
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}
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}
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