mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-27 06:12:19 +00:00
b34d7f9e08
It still looks like shit and only works on the modern render path but at least the basics are working.
32 lines
704 B
GLSL
32 lines
704 B
GLSL
uniform sampler2D tex;
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uniform sampler2D pal;
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uniform vec4 uColor1;
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uniform vec4 uColor2;
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vec4 TextureLookup(vec2 tex_coord)
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{
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#ifdef PAL_TEX
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float index = texture2D(tex, tex_coord).x;
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index = index * 256.0 + 0.5; // We only have full 256-color palettes here.
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return texture2D(pal, vec2(index, 0.5));
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#else
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return texture2D(tex, tex_coord);
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#endif
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}
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float grayscale(vec4 rgb)
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{
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return dot(color.rgb, vec3(0.4, 0.56, 0.14));
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}
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void main()
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{
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#ifndef SPECIALCM
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FragColor = TextureLookup(gl_TexCoord[0].xy);
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#else
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vec4 frag = TextureLookup(gl_TexCoord[0].xy);
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float gray = grayscale(frag);
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vec4 cm = uColor1 + gray * uColor2;
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gl_FragColor = vec4(clamp(cm.rgb, 0.0, 1.0), 1.0);
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#endif
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}
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