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https://github.com/ZDoom/gzdoom.git
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117 lines
4.1 KiB
GLSL
117 lines
4.1 KiB
GLSL
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#include "shaders/scene/desaturate.glsl"
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vec4 ApplyTextureManipulation(vec4 texel, int blendflags);
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// Samples from the base texture according to gzdoom's texture mode.
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// In good gzdoom tradition it also does all kinds of unrelated garbage.
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vec4 getTexel(vec2 st)
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{
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vec4 texel = texture(tex, st);
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// Apply texture modes
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#if defined(TM_STENCIL)
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texel.rgb = vec3(1.0,1.0,1.0);
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#elif defined(TM_OPAQUE)
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texel.a = 1.0;
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#elif defined(TM_INVERSE)
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texel = vec4(1.0-texel.r, 1.0-texel.b, 1.0-texel.g, texel.a);
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#elif defined(TM_ALPHATEXTURE)
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float gray = grayscale(texel);
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texel = vec4(1.0, 1.0, 1.0, gray*texel.a);
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#elif defined(TM_CLAMPY)
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if (st.t < 0.0 || st.t > 1.0)
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{
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texel.a = 0.0;
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}
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#elif defined(TM_INVERTOPAQUE)
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texel = vec4(1.0-texel.r, 1.0-texel.b, 1.0-texel.g, 1.0);
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#elif defined(TM_FOGLAYER)
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return texel;
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#endif
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#if defined(TEXF_ClampY)
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if (st.t < 0.0 || st.t > 1.0)
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{
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texel.a = 0.0;
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}
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#endif
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// Apply the texture modification colors.
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int blendflags = int(uTextureAddColor.a); // this alpha is unused otherwise
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if (blendflags != 0)
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{
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// only apply the texture manipulation if it contains something.
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texel = ApplyTextureManipulation(texel, blendflags);
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}
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// Apply the Doom64 style material colors on top of everything from the texture modification settings.
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// This may be a bit redundant in terms of features but the data comes from different sources so this is unavoidable.
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texel.rgb += uAddColor.rgb;
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if (uObjectColor2.a == 0.0) texel *= uObjectColor;
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else texel *= mix(uObjectColor, uObjectColor2, gradientdist.z);
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// Last but not least apply the desaturation from the sector's light.
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return desaturate(texel);
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}
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const int Tex_Blend_Alpha = 1;
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const int Tex_Blend_Screen = 2;
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const int Tex_Blend_Overlay = 3;
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const int Tex_Blend_Hardlight = 4;
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// Texture tinting code originally from JFDuke but with a few more options
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vec4 ApplyTextureManipulation(vec4 texel, int blendflags)
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{
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// Step 1: desaturate according to the material's desaturation factor.
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texel = dodesaturate(texel, uTextureModulateColor.a);
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// Step 2: Invert if requested
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if ((blendflags & 8) != 0)
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{
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texel.rgb = vec3(1.0 - texel.r, 1.0 - texel.g, 1.0 - texel.b);
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}
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// Step 3: Apply additive color
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texel.rgb += uTextureAddColor.rgb;
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// Step 4: Colorization, including gradient if set.
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texel.rgb *= uTextureModulateColor.rgb;
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// Before applying the blend the value needs to be clamped to [0..1] range.
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texel.rgb = clamp(texel.rgb, 0.0, 1.0);
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// Step 5: Apply a blend. This may just be a translucent overlay or one of the blend modes present in current Build engines.
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if ((blendflags & 7) != 0)
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{
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vec3 tcol = texel.rgb * 255.0; // * 255.0 to make it easier to reuse the integer math.
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vec4 tint = uTextureBlendColor * 255.0;
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switch (blendflags & 7)
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{
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default:
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tcol.b = tcol.b * (1.0 - uTextureBlendColor.a) + tint.b * uTextureBlendColor.a;
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tcol.g = tcol.g * (1.0 - uTextureBlendColor.a) + tint.g * uTextureBlendColor.a;
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tcol.r = tcol.r * (1.0 - uTextureBlendColor.a) + tint.r * uTextureBlendColor.a;
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break;
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// The following 3 are taken 1:1 from the Build engine
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case Tex_Blend_Screen:
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tcol.b = 255.0 - (((255.0 - tcol.b) * (255.0 - tint.r)) / 256.0);
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tcol.g = 255.0 - (((255.0 - tcol.g) * (255.0 - tint.g)) / 256.0);
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tcol.r = 255.0 - (((255.0 - tcol.r) * (255.0 - tint.b)) / 256.0);
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break;
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case Tex_Blend_Overlay:
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tcol.b = tcol.b < 128.0? (tcol.b * tint.b) / 128.0 : 255.0 - (((255.0 - tcol.b) * (255.0 - tint.b)) / 128.0);
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tcol.g = tcol.g < 128.0? (tcol.g * tint.g) / 128.0 : 255.0 - (((255.0 - tcol.g) * (255.0 - tint.g)) / 128.0);
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tcol.r = tcol.r < 128.0? (tcol.r * tint.r) / 128.0 : 255.0 - (((255.0 - tcol.r) * (255.0 - tint.r)) / 128.0);
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break;
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case Tex_Blend_Hardlight:
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tcol.b = tint.b < 128.0 ? (tcol.b * tint.b) / 128.0 : 255.0 - (((255.0 - tcol.b) * (255.0 - tint.b)) / 128.0);
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tcol.g = tint.g < 128.0 ? (tcol.g * tint.g) / 128.0 : 255.0 - (((255.0 - tcol.g) * (255.0 - tint.g)) / 128.0);
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tcol.r = tint.r < 128.0 ? (tcol.r * tint.r) / 128.0 : 255.0 - (((255.0 - tcol.r) * (255.0 - tint.r)) / 128.0);
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break;
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}
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texel.rgb = tcol / 255.0;
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}
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return texel;
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}
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