mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-24 10:40:46 +00:00
- hooked up the high color texture colorization code.
Not tested and probably still not working correctly, the entire feature was a nearly impenetrable mess of convoluted code. This definitely needs verification with multiple mods using it.
This commit is contained in:
parent
17eddda36c
commit
55dab6d3d3
15 changed files with 131 additions and 128 deletions
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@ -2877,29 +2877,29 @@ void UpdateDacs(int nPalette, bool bNoTint)
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{
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case 0:
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default:
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tint->r = 255;
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tint->g = 255;
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tint->b = 255;
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tint->tint.r = 255;
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tint->tint.g = 255;
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tint->tint.b = 255;
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break;
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case 1:
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tint->r = 132;
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tint->g = 164;
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tint->b = 255;
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tint->tint.r = 132;
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tint->tint.g = 164;
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tint->tint.b = 255;
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break;
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case 2:
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tint->r = 255;
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tint->g = 126;
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tint->b = 105;
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tint->tint.r = 255;
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tint->tint.g = 126;
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tint->tint.b = 105;
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break;
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case 3:
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tint->r = 162;
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tint->g = 186;
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tint->b = 15;
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tint->tint.r = 162;
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tint->tint.g = 186;
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tint->tint.b = 15;
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break;
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case 4:
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tint->r = 255;
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tint->g = 255;
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tint->b = 255;
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tint->tint.r = 255;
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tint->tint.g = 255;
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tint->tint.b = 255;
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break;
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}
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if (!bNoTint)
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@ -3709,9 +3709,9 @@ void viewSetCrosshairColor(int32_t r, int32_t g, int32_t b)
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#ifdef USE_OPENGL
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// XXX: this makes us also load all hightile textures tinted with the crosshair color!
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polytint_t & crosshairtint = hictinting[CROSSHAIR_PAL];
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crosshairtint.r = CrosshairColors.r;
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crosshairtint.g = CrosshairColors.g;
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crosshairtint.b = CrosshairColors.b;
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crosshairtint.tint.r = CrosshairColors.r;
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crosshairtint.tint.g = CrosshairColors.g;
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crosshairtint.tint.b = CrosshairColors.b;
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crosshairtint.f = HICTINT_USEONART | HICTINT_GRAYSCALE;
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#endif
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tileInvalidate(kCrosshairTile, -1, -1);
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@ -1,21 +1,16 @@
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#ifndef HIGHTILE_PRIV_H
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#define HIGHTILE_PRIV_H
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#include "palentry.h"
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typedef struct {
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polytintflags_t f;
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uint8_t r, g, b;
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uint8_t sr, sg, sb;
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PalEntry tint;
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PalEntry shade;
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} polytint_t;
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extern polytint_t hictinting[MAXPALOOKUPS];
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static inline void globaltinting_apply(float *color)
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{
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color[0] *= (float)globalr * (1.f/255.f);
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color[1] *= (float)globalg * (1.f/255.f);
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color[2] *= (float)globalb * (1.f/255.f);
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}
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// replacement flags
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enum
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@ -39,11 +34,8 @@ enum
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HICTINT_BLEND_HARDLIGHT = 3<<6,
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HICTINT_BLENDMASK = 64|128,
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HICTINT_ALWAYSUSEART = 256,
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HICTINT_PRECOMPUTED = HICTINT_COLORIZE | HICTINT_BLENDMASK,
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HICTINT_IN_MEMORY = HICTINT_PRECOMPUTED | HICTINT_GRAYSCALE | HICTINT_INVERT,
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HICTINT_MEMORY_COMBINATIONS = 1<<5,
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};
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#endif
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@ -24,7 +24,7 @@ void hicinit(void)
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for (i=0; i<MAXPALOOKUPS; i++) // all tints should be 100%
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{
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polytint_t & tint = hictinting[i];
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tint.r = tint.g = tint.b = 0xff;
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tint.tint = 0xffffff;
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tint.f = 0;
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}
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}
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@ -41,12 +41,12 @@ void hicsetpalettetint(int32_t palnum, char r, char g, char b, char sr, char sg,
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if ((uint32_t)palnum >= (uint32_t)MAXPALOOKUPS) return;
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polytint_t & tint = hictinting[palnum];
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tint.r = r;
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tint.g = g;
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tint.b = b;
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tint.sr = sr;
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tint.sg = sg;
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tint.sb = sb;
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tint.tint.r = r;
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tint.tint.g = g;
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tint.tint.b = b;
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tint.shade.r = sr;
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tint.shade.g = sg;
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tint.shade.b = sb;
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tint.f = effect;
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}
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@ -1591,8 +1591,6 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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// tinting
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pc[0] = pc[1] = pc[2] = ((float)numshades - min(max((globalshade * hw_shadescale) + m->shadeoff, 0.f), (float)numshades)) / (float)numshades;
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auto h = hictinting[globalpal];
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GLInterface.SetTinting(h.f, PalEntry(h.sr, h.sg, h.sb), PalEntry(h.r, h.g, h.b));
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pc[3] = (tspr->cstat&2) ? glblend[tspr->blend].def[!!(tspr->cstat&512)].alpha : 1.0f;
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pc[3] *= 1.0f - sext->alpha;
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@ -532,7 +532,6 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
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else if (drawpoly_trepeat) sampleroverride = SamplerClampX;
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else sampleroverride = SamplerClampXY;
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bool success = GLInterface.SetTexture(globalpicnum, TileFiles.tiles[globalpicnum], globalpal, method, sampleroverride);
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if (!success)
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{
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@ -560,16 +559,6 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
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GLInterface.SetNpotEmulation(false, 1.f, 0.f);
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}
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vec2f_t hacksc = { 1.f, 1.f };
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#if 0
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if (pth->flags & PTH_HIGHTILE)
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{
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hacksc = pth->scale;
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tsiz = pth->siz;
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}
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#endif
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vec2_t tsiz2 = tsiz;
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@ -580,28 +569,18 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
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float pc[4];
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polytint_t const& tint = hictinting[globalpal];
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// This makes no sense.
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pc[0] = 1.f;// (1.f - (tint.sr * (1.f / 255.f))) + (tint.sr * (1.f / 255.f));
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pc[1] = 1.f;// (1.f - (tint.sg * (1.f / 255.f))) + (tint.sg * (1.f / 255.f));
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pc[2] = 1.f;// (1.f - (tint.sb * (1.f / 255.f))) + (tint.sb * (1.f / 255.f));
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// spriteext full alpha control
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// The shade rgb from the tint is ignored here.
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pc[0] = (float)globalr * (1.f / 255.f);
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pc[1] = (float)globalg * (1.f / 255.f);
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pc[2] = (float)globalb * (1.f / 255.f);
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pc[3] = float_trans(method & DAMETH_MASKPROPS, drawpoly_blend) * (1.f - drawpoly_alpha);
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// tinting
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auto& h = hictinting[globalpal];
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GLInterface.SetTinting(h.f, PalEntry(h.sr, h.sg, h.sb), PalEntry(h.r, h.g, h.b));
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globaltinting_apply(pc);
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if (skyzbufferhack_pass)
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pc[3] = 0.01f;
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GLInterface.SetColor(pc[0], pc[1], pc[2], pc[3]);
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vec2f_t const scale = { 1.f / tsiz2.x * hacksc.x, 1.f / tsiz2.y * hacksc.y };
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vec2f_t const scale = { 1.f / tsiz2.x, 1.f / tsiz2.y };
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auto data = GLInterface.AllocVertices(npoints);
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auto vt = data.second;
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for (bssize_t i = 0; i < npoints; ++i, vt++)
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@ -3237,7 +3216,7 @@ void polymost_drawrooms()
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// This is a global setting for the entire scene, so let's do it here, right at the start.
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auto& hh = hictinting[MAXPALOOKUPS - 1];
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// This sets a tinting color for global palettes, e.g. water or slime - only used for hires replacements (also an option for low-resource hardware where duplicating the textures may be problematic.)
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GLInterface.SetBasepalTint(PalEntry(hh.r, hh.g, hh.b));
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GLInterface.SetBasepalTint(hh.tint);
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polymost_outputGLDebugMessage(3, "polymost_drawrooms()");
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@ -1082,9 +1082,6 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
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pc[0] = pc[1] = pc[2] = ((float)numshades - min(max((globalshade * hw_shadescale) + m->shadeoff, 0.f), (float)numshades)) / (float)numshades;
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auto& h = hictinting[globalpal];
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GLInterface.SetTinting(h.f, PalEntry(h.sr, h.sg, h.sb), PalEntry(h.r, h.g, h.b));
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if (!shadowHack)
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{
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pc[3] = (tspr->cstat & 2) ? glblend[tspr->blend].def[!!(tspr->cstat & 512)].alpha : 1.0f;
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@ -166,9 +166,9 @@ void G_SetCrosshairColor(int32_t r, int32_t g, int32_t b)
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#ifdef USE_OPENGL
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// XXX: this makes us also load all hightile textures tinted with the crosshair color!
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polytint_t & crosshairtint = hictinting[CROSSHAIR_PAL];
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crosshairtint.r = CrosshairColors.r;
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crosshairtint.g = CrosshairColors.g;
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crosshairtint.b = CrosshairColors.b;
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crosshairtint.tint.r = CrosshairColors.r;
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crosshairtint.tint.g = CrosshairColors.g;
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crosshairtint.tint.b = CrosshairColors.b;
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crosshairtint.f = HICTINT_USEONART | HICTINT_GRAYSCALE;
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#endif
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tileInvalidate(CROSSHAIR, -1, -1);
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@ -761,23 +761,23 @@ void G_DisplayRest(int32_t smoothratio)
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if (pp->palette == WATERPAL)
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{
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fstint.r = 224;
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fstint.g = 192;
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fstint.b = 255;
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fstint.tint.r = 224;
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fstint.tint.g = 192;
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fstint.tint.b = 255;
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fstint.f = 0;
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}
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else if (pp->palette == SLIMEPAL)
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{
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fstint.r = 208;
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fstint.g = 255;
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fstint.b = 192;
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fstint.tint.r = 208;
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fstint.tint.g = 255;
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fstint.tint.b = 192;
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fstint.f = 0;
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}
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else
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{
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fstint.r = 255;
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fstint.g = 255;
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fstint.b = 255;
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fstint.tint.r = 255;
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fstint.tint.g = 255;
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fstint.tint.b = 255;
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fstint.f = 0;
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}
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}
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@ -35,6 +35,7 @@ enum PRSFlags
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RF_HICTINT_BLEND_Overlay = 0x100000,
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RF_HICTINT_BLEND_Hardlight = 0x200000,
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RF_HICTINT_BLENDMASK = RF_HICTINT_BLEND_Screen | RF_HICTINT_BLEND_Overlay | RF_HICTINT_BLEND_Hardlight,
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RF_HICTINT_MASK = 0x3f0000,
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STF_BLEND = 1,
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STF_COLORMASK = 2,
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@ -68,6 +69,8 @@ struct PolymostRenderState
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bool AlphaTest = true;
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float Color[4] = { 1,1,1,1 };
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short matrixIndex[NUMMATRICES] = { -1,-1,-1,-1,-1 };
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PalEntry fullscreenTint = 0xffffff, hictint = 0, hictint_overlay = 0xffffff;
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int hictint_flags = 0;
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int StateFlags = STF_COLORMASK|STF_DEPTHMASK;
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FRenderStyle Style{};
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@ -144,6 +144,9 @@ bool PolymostShader::Load(const char * name, const char * vert_prog, const char
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Brightness.Init(hShader, "u_brightness");
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FogColor.Init(hShader, "u_fogColor");
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AlphaThreshold.Init(hShader, "u_alphaThreshold");
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TintModulate.Init(hShader, "u_tintModulate");
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TintOverlay.Init(hShader, "u_tintOverlay");
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TintFlags.Init(hShader, "u_tintFlags");
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RotMatrix.Init(hShader, "u_rotMatrix");
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ModelMatrix.Init(hShader, "u_modelMatrix");
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@ -45,6 +45,10 @@ public:
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FBufferedUniform1f Brightness;
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FBufferedUniform1f AlphaThreshold;
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FBufferedUniformPalEntry FogColor;
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FBufferedUniformPalEntry TintModulate;
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FBufferedUniformPalEntry TintOverlay;
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FBufferedUniform1i TintFlags;
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FUniformMatrix4f RotMatrix;
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FUniformMatrix4f ModelMatrix;
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@ -164,24 +164,37 @@ bool GLInstance::SetTextureInternal(int picnum, FTexture* tex, int palette, int
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int lookuppal = 0;
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VSMatrix texmat;
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auto rep = hw_hightile? tex->FindReplacement(palette) : nullptr;
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auto& h = hictinting[palette];
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bool applytint = false;
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auto rep = (hw_hightile && !(h.f & HICTINT_ALWAYSUSEART)) ? tex->FindReplacement(palette) : nullptr;
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if (rep)
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{
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// Hightile replacements have only one texture representation and it is always the base.
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tex = rep->faces[0];
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TextureType = TT_HICREPLACE;
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if (rep->palnum != palette || (h.f & HICTINT_APPLYOVERALTPAL)) applytint = true;
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}
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else
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{
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// Only look up the palette if we really want to use it (i.e. when creating a true color texture of an ART tile.)
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if (TextureType == TT_TRUECOLOR)
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{
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/*lookuppal = palmanager.LookupPalette(usepalette, usepalswap, true);
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if (lookuppal< 0)*/ lookuppal = palmanager.LookupPalette(usepalette, usepalswap, false, g_nontransparent255);
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// Tinting is not used on indexed textures
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if (h.f & (HICTINT_ALWAYSUSEART | HICTINT_USEONART))
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{
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applytint = true;
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if (!(h.f & HICTINT_APPLYOVERPALSWAP)) usepalswap = 0;
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}
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lookuppal = palmanager.LookupPalette(usepalette, usepalswap, false, g_nontransparent255);
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}
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}
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// This is intentionally the same value for both parameters. The shader does not use the same uniform for modulation and overlay colors.
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if (applytint) GLInterface.SetTinting(h.f, h.tint, h.tint);
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else GLInterface.SetTinting(-1, 0xffffff, 0xffffff);
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// Load the main texture
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auto mtex = LoadTexture(tex, TextureType, lookuppal);
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if (mtex)
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@ -481,6 +481,9 @@ void PolymostRenderState::Apply(PolymostShader* shader, GLState &oldState)
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shader->AlphaThreshold.Set(AlphaTest ? AlphaThreshold : -1.f);
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shader->Brightness.Set(Brightness);
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shader->FogColor.Set(FogColor);
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shader->TintFlags.Set(hictint_flags);
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shader->TintModulate.Set(hictint);
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shader->TintOverlay.Set(hictint_overlay);
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if (matrixIndex[Matrix_View] != -1)
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shader->RotMatrix.Set(matrixArray[matrixIndex[Matrix_View]].get());
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if (matrixIndex[Matrix_Projection] != -1)
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@ -520,14 +520,16 @@ public:
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renderState.Brightness = 8.f / (brightness + 8.f);
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}
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void SetTinting(int flags, PalEntry color, PalEntry modulateColor)
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void SetTinting(int flags, PalEntry color, PalEntry overlayColor)
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{
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// not yet implemented.
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renderState.hictint = color;
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renderState.hictint_overlay = overlayColor;
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renderState.hictint_flags = flags;
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}
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void SetBasepalTint(PalEntry color)
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{
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// not yet implemented - only relevant for hires replacements.
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renderState.fullscreenTint = color;
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}
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int GetPaletteIndex(PalEntry* palette)
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@ -159,9 +159,9 @@ void G_SetCrosshairColor(int32_t r, int32_t g, int32_t b)
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#ifdef USE_OPENGL
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// XXX: this makes us also load all hightile textures tinted with the crosshair color!
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polytint_t & crosshairtint = hictinting[CROSSHAIR_PAL];
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crosshairtint.r = CrosshairColors.r;
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crosshairtint.g = CrosshairColors.g;
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crosshairtint.b = CrosshairColors.b;
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crosshairtint.tint.r = CrosshairColors.r;
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crosshairtint.tint.g = CrosshairColors.g;
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crosshairtint.tint.b = CrosshairColors.b;
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crosshairtint.f = HICTINT_USEONART | HICTINT_GRAYSCALE;
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#endif
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tileInvalidate(CROSSHAIR, -1, -1);
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@ -759,23 +759,23 @@ void G_DisplayRest(int32_t smoothratio)
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if (pp->palette == WATERPAL)
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{
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fstint.r = 224;
|
||||
fstint.g = 192;
|
||||
fstint.b = 255;
|
||||
fstint.tint.r = 224;
|
||||
fstint.tint.g = 192;
|
||||
fstint.tint.b = 255;
|
||||
fstint.f = 0;
|
||||
}
|
||||
else if (pp->palette == SLIMEPAL)
|
||||
{
|
||||
fstint.r = 208;
|
||||
fstint.g = 255;
|
||||
fstint.b = 192;
|
||||
fstint.tint.r = 208;
|
||||
fstint.tint.g = 255;
|
||||
fstint.tint.b = 192;
|
||||
fstint.f = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
fstint.r = 255;
|
||||
fstint.g = 255;
|
||||
fstint.b = 255;
|
||||
fstint.tint.r = 255;
|
||||
fstint.tint.g = 255;
|
||||
fstint.tint.b = 255;
|
||||
fstint.f = 0;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -9,12 +9,12 @@ const int RF_NPOTEmulation = 32;
|
|||
const int RF_ShadeInterpolate = 64;
|
||||
const int RF_FogDisabled = 128;
|
||||
|
||||
const int RF_HICTINT_Grayscale = 0x10000;
|
||||
const int RF_HICTINT_Invert = 0x20000;
|
||||
const int RF_HICTINT_Colorize = 0x40000;
|
||||
const int RF_HICTINT_BLEND_Screen = 0x80000;
|
||||
const int RF_HICTINT_BLEND_Overlay = 0x100000;
|
||||
const int RF_HICTINT_BLEND_Hardlight = 0x200000;
|
||||
const int RF_HICTINT_Grayscale = 0x1;
|
||||
const int RF_HICTINT_Invert = 0x2;
|
||||
const int RF_HICTINT_Colorize = 0x4;
|
||||
const int RF_HICTINT_BLEND_Screen = 64;
|
||||
const int RF_HICTINT_BLEND_Overlay = 128;
|
||||
const int RF_HICTINT_BLEND_Hardlight = 192;
|
||||
const int RF_HICTINT_BLENDMASK = RF_HICTINT_BLEND_Screen | RF_HICTINT_BLEND_Overlay | RF_HICTINT_BLEND_Hardlight;
|
||||
|
||||
|
||||
|
@ -36,6 +36,9 @@ uniform float u_visFactor;
|
|||
uniform int u_flags;
|
||||
uniform float u_alphaThreshold;
|
||||
|
||||
uniform vec4 u_tintOverlay, u_tintModulate;
|
||||
uniform int u_tintFlags;
|
||||
|
||||
uniform float u_npotEmulationFactor;
|
||||
uniform float u_npotEmulationXOffset;
|
||||
uniform float u_brightness;
|
||||
|
@ -81,51 +84,56 @@ float grayscale(vec4 color)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
vec4 convertColor(vec4 color, int effect, vec3 tint)
|
||||
vec4 convertColor(vec4 color)
|
||||
{
|
||||
#if 0
|
||||
|
||||
if (effect & RF_HICTINT_Grayscale)
|
||||
int effect = u_tintFlags;
|
||||
if ((effect & RF_HICTINT_Grayscale) != 0)
|
||||
{
|
||||
float g = grayscale(color);
|
||||
color = vec4(g, g, g, color.a);
|
||||
}
|
||||
|
||||
if (effect & RF_HICTINT_Invert)
|
||||
if ((effect & RF_HICTINT_Invert) != 0)
|
||||
{
|
||||
color = vec4(1.0 - color.r, 1.0 - color.g, 1.0 - color.b);
|
||||
color = vec4(1.0 - color.r, 1.0 - color.g, 1.0 - color.b, color.a);
|
||||
}
|
||||
|
||||
vec3 tcol = color.rgb * 255.0; // * 255.0 to make it easier to reuse the integer math.
|
||||
tint *= 255.0;
|
||||
|
||||
if (effect & RF_HICTINT_Colorize)
|
||||
// Much of this looks quite broken by design. Why is this effectively multplied by 4 if the flag is set...? :(
|
||||
if ((effect & RF_HICTINT_Colorize) != 0)
|
||||
{
|
||||
tcol.b = min(((tcol.b) * tint.r) / 64.0, 255.0);
|
||||
tcol.g = min(((tcol.g) * tint.g) / 64.0, 255.0);
|
||||
tcol.r = min(((tcol.r) * tint.b) / 64.0, 255.0);
|
||||
tcol.b = min(((tcol.b) * u_tintModulate.r)* 4, 255.0);
|
||||
tcol.g = min(((tcol.g) * u_tintModulate.g)* 4, 255.0);
|
||||
tcol.r = min(((tcol.r) * u_tintModulate.b)* 4, 255.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
tcol.b = min(((tcol.b) * u_tintModulate.r), 255.0);
|
||||
tcol.g = min(((tcol.g) * u_tintModulate.g), 255.0);
|
||||
tcol.r = min(((tcol.r) * u_tintModulate.b), 255.0);
|
||||
}
|
||||
|
||||
vec4 ov = u_tintOverlay * 255.0;
|
||||
switch (effect & RF_HICTINT_BLENDMASK)
|
||||
{
|
||||
case RF_HICTINT_BLEND_Screen:
|
||||
tcol.b = 255.0 - (((255.0 - tcol.b) * (255.0 - tint.r)) / 256.0);
|
||||
tcol.g = 255.0 - (((255.0 - tcol.g) * (255.0 - tint.g)) / 256.0);
|
||||
tcol.r = 255.0 - (((255.0 - tcol.r) * (255.0 - tint.b)) / 256.0);
|
||||
tcol.b = 255.0 - (((255.0 - tcol.b) * (255.0 - ov.r)) / 256.0);
|
||||
tcol.g = 255.0 - (((255.0 - tcol.g) * (255.0 - ov.g)) / 256.0);
|
||||
tcol.r = 255.0 - (((255.0 - tcol.r) * (255.0 - ov.b)) / 256.0);
|
||||
break;
|
||||
case RF_HICTINT_BLEND_Overlay:
|
||||
tcol.b = tcol.b < 128.0? (tcol.b * tint.r) / 128.0 : 255.0 - (((255.0 - tcol.b) * (255.0 - tint.r)) / 128.0);
|
||||
tcol.g = tcol.g < 128.0? (tcol.g * tint.g) / 128.0 : 255.0 - (((255.0 - tcol.g) * (255.0 - tint.g)) / 128.0);
|
||||
tcol.r = tcol.r < 128.0? (tcol.r * tint.b) / 128.0 : 255.0 - (((255.0 - tcol.r) * (255.0 - tint.b)) / 128.0);
|
||||
tcol.b = tcol.b < 128.0? (tcol.b * ov.r) / 128.0 : 255.0 - (((255.0 - tcol.b) * (255.0 - ov.r)) / 128.0);
|
||||
tcol.g = tcol.g < 128.0? (tcol.g * ov.g) / 128.0 : 255.0 - (((255.0 - tcol.g) * (255.0 - ov.g)) / 128.0);
|
||||
tcol.r = tcol.r < 128.0? (tcol.r * ov.b) / 128.0 : 255.0 - (((255.0 - tcol.r) * (255.0 - ov.b)) / 128.0);
|
||||
break;
|
||||
case RF_HICTINT_BLEND_Hardlight:
|
||||
tcol.b = tint.r < 128.0 ? (tcol.b * tint.r) / 128.0 : 255.0 - (((255.0 - tcol.b) * (255.0 - r)) / 128.0);
|
||||
tcol.g = tint.g < 128.0 ? (tcol.g * tint.g) / 128.0 : 255.0 - (((255.0 - tcol.g) * (255.0 - g)) / 128.0);
|
||||
tcol.r = tint.b < 128.0 ? (tcol.r * tint.b) / 128.0 : 255.0 - (((255.0 - tcol.r) * (255.0 - b)) / 128.0);
|
||||
tcol.b = ov.r < 128.0 ? (tcol.b * ov.r) / 128.0 : 255.0 - (((255.0 - tcol.b) * (255.0 - ov.r)) / 128.0);
|
||||
tcol.g = ov.g < 128.0 ? (tcol.g * ov.g) / 128.0 : 255.0 - (((255.0 - tcol.g) * (255.0 - ov.g)) / 128.0);
|
||||
tcol.r = ov.b < 128.0 ? (tcol.r * ov.b) / 128.0 : 255.0 - (((255.0 - tcol.r) * (255.0 - ov.b)) / 128.0);
|
||||
break;
|
||||
}
|
||||
color.rgb = tcol / 255.0;
|
||||
#endif
|
||||
return color;
|
||||
}
|
||||
|
||||
|
@ -196,6 +204,7 @@ void main()
|
|||
}
|
||||
else
|
||||
{
|
||||
if (u_tintFlags != -1) color = convertColor(color);
|
||||
color.rgb *= detailColor.rgb;
|
||||
|
||||
vec3 lightcolor = v_color.rgb;
|
||||
|
|
Loading…
Reference in a new issue