gzdoom/wadsrc/static/shaders/glsl/swshader.fp

148 lines
3.5 KiB
GLSL

precision mediump float;
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 = 2.0 * (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 * 2.0;
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
}