in vec4 PixelColor0; in vec4 PixelColor1; in vec4 PixelTexCoord0; out vec4 FragColor; uniform sampler2D Image; uniform sampler2D Palette; uniform sampler2D NewScreen; uniform sampler2D Burn; uniform vec4 Desaturation; // { Desat, 1 - Desat } uniform vec4 PaletteMod; uniform vec4 Weights; // RGB->Gray weighting { 77/256.0, 143/256.0, 37/256.0, 1 } uniform vec4 Gamma; vec4 TextureLookup(vec2 tex_coord) { #if defined(PALTEX) float index = texture(Image, tex_coord).x; index = index * PaletteMod.x + PaletteMod.y; return texture(Palette, vec2(index, 0.5)); #else return texture(Image, tex_coord); #endif } vec4 Invert(vec4 rgb) { #if defined(INVERT) rgb.rgb = Weights.www - rgb.xyz; #endif return rgb; } float Grayscale(vec4 rgb) { return dot(rgb.rgb, Weights.rgb); } vec4 SampleTexture(vec2 tex_coord) { return Invert(TextureLookup(tex_coord)); } // Normal color calculation for most drawing modes. vec4 NormalColor(vec2 tex_coord, vec4 Flash, vec4 InvFlash) { return Flash + SampleTexture(tex_coord) * InvFlash; } // Copy the red channel to the alpha channel. Pays no attention to palettes. vec4 RedToAlpha(vec2 tex_coord, vec4 Flash, vec4 InvFlash) { vec4 color = Invert(texture(Image, tex_coord)); color.a = color.r; return Flash + color * InvFlash; } // Just return the value of c0. vec4 VertexColor(vec4 color) { return color; } // Emulate one of the special colormaps. (Invulnerability, gold, etc.) vec4 SpecialColormap(vec2 tex_coord, vec4 start, vec4 end) { vec4 color = SampleTexture(tex_coord); vec4 range = end - start; // We can't store values greater than 1.0 in a color register, so we multiply // the final result by 2 and expect the caller to divide the start and end by 2. color.rgb = 2 * (start + Grayscale(color) * range).rgb; // Duplicate alpha semantics of NormalColor. color.a = start.a + color.a * end.a; return color; } // In-game colormap effect: fade to a particular color and multiply by another, with // optional desaturation of the original color. Desaturation is stored in c1. // Fade level is packed int fade.a. Fade.rgb has been premultiplied by alpha. // Overall alpha is in color.a. vec4 InGameColormap(vec2 tex_coord, vec4 color, vec4 fade) { vec4 rgb = SampleTexture(tex_coord); // Desaturate #if defined(DESAT) vec3 intensity; intensity.rgb = vec3(Grayscale(rgb) * Desaturation.x); rgb.rgb = intensity.rgb + rgb.rgb * Desaturation.y; #endif // Fade rgb.rgb = rgb.rgb * fade.aaa + fade.rgb; // Shade and Alpha rgb = rgb * color; return rgb; } // Windowed gamma correction. vec4 GammaCorrection(vec2 tex_coord) { vec4 color = texture(Image, tex_coord); color.rgb = pow(color.rgb, Gamma.rgb); return color; } // The burn wipe effect. vec4 BurnWipe(vec4 coord) { vec4 color = texture(NewScreen, coord.xy); vec4 alpha = texture(Burn, coord.zw); color.a = alpha.r * 2; return color; } void main() { #if defined(ENORMALCOLOR) FragColor = NormalColor(PixelTexCoord0.xy, PixelColor0, PixelColor1); #elif defined(EREDTOALPHA) FragColor = RedToAlpha(PixelTexCoord0.xy, PixelColor0, PixelColor1); #elif defined(EVERTEXCOLOR) FragColor = VertexColor(PixelColor0); #elif defined(ESPECIALCOLORMAP) FragColor = SpecialColormap(PixelTexCoord0.xy, PixelColor0, PixelColor1); #elif defined(EINGAMECOLORMAP) FragColor = InGameColormap(PixelTexCoord0.xy, PixelColor0, PixelColor1); #elif defined(EBURNWIPE) FragColor = BurnWipe(PixelTexCoord0); #elif defined(EGAMMACORRECTION) FragColor = GammaCorrection(PixelTexCoord0.xy); #else #error Entry point define is missing #endif }