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