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https://github.com/ZDoom/raze-gles.git
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- fixed the shader.
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1 changed files with 2 additions and 7 deletions
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@ -1,5 +1,4 @@
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#version 110
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#version 110
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#extension ARB_shader_texture_lod : enable
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//include an additional space here so that we can programmatically search for and disable this preprocessor definition easily
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//include an additional space here so that we can programmatically search for and disable this preprocessor definition easily
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#define POLYMOST1_EXTENDED
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#define POLYMOST1_EXTENDED
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@ -33,6 +32,7 @@ uniform float u_npotEmulation;
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uniform float u_npotEmulationFactor;
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uniform float u_npotEmulationFactor;
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uniform float u_npotEmulationXOffset;
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uniform float u_npotEmulationXOffset;
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uniform float u_shadeInterpolate;
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uniform float u_shadeInterpolate;
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uniform float u_brightness;
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#ifdef POLYMOST1_EXTENDED
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#ifdef POLYMOST1_EXTENDED
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uniform float u_useDetailMapping;
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uniform float u_useDetailMapping;
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@ -59,17 +59,11 @@ void main()
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coordX += u_npotEmulationXOffset*floor(mod(coordY,u_npotEmulationFactor));
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coordX += u_npotEmulationXOffset*floor(mod(coordY,u_npotEmulationFactor));
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coordY = period+mod(coordY,u_npotEmulationFactor);
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coordY = period+mod(coordY,u_npotEmulationFactor);
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vec2 newCoord = mix(gl_TexCoord[0].xy,mix(vec2(coordX,coordY),vec2(coordY,coordX),u_usePalette),u_npotEmulation);
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vec2 newCoord = mix(gl_TexCoord[0].xy,mix(vec2(coordX,coordY),vec2(coordY,coordX),u_usePalette),u_npotEmulation);
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#ifdef GL_ARB_shader_texture_lod
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vec2 texCoord = fract(newCoord.xy);
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texCoord = clamp(u_texturePosSize.zw*texCoord, u_halfTexelSize, u_texturePosSize.zw-u_halfTexelSize);
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vec4 color = texture2DGradARB(s_texture, u_texturePosSize.xy+texCoord, dFdx(texCoord), dFdy(texCoord));
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#else
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vec2 transitionBlend = fwidth(floor(newCoord.xy));
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vec2 transitionBlend = fwidth(floor(newCoord.xy));
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transitionBlend = fwidth(transitionBlend)+transitionBlend;
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transitionBlend = fwidth(transitionBlend)+transitionBlend;
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vec2 texCoord = mix(fract(newCoord.xy), abs(c_one-mod(newCoord.xy+c_one, c_two)), transitionBlend);
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vec2 texCoord = mix(fract(newCoord.xy), abs(c_one-mod(newCoord.xy+c_one, c_two)), transitionBlend);
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texCoord = clamp(u_texturePosSize.zw*texCoord, u_halfTexelSize, u_texturePosSize.zw-u_halfTexelSize);
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texCoord = clamp(u_texturePosSize.zw*texCoord, u_halfTexelSize, u_texturePosSize.zw-u_halfTexelSize);
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vec4 color = texture2D(s_texture, u_texturePosSize.xy+texCoord);
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vec4 color = texture2D(s_texture, u_texturePosSize.xy+texCoord);
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#endif
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float shade = clamp((u_shade+max(u_visFactor*v_distance-0.5*u_shadeInterpolate,c_zero)), c_zero, u_numShades-c_one);
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float shade = clamp((u_shade+max(u_visFactor*v_distance-0.5*u_shadeInterpolate,c_zero)), c_zero, u_numShades-c_one);
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float shadeFrac = mod(shade, c_one);
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float shadeFrac = mod(shade, c_one);
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@ -111,6 +105,7 @@ void main()
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#endif
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#endif
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color.a *= v_color.a;
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color.a *= v_color.a;
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color.rgb = pow(color.rgb, vec3(u_brightness));
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gl_FragData[0] = color;
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gl_FragData[0] = color;
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}
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}
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