- fixed palette application in shader.

This commit is contained in:
Christoph Oelckers 2019-10-07 23:11:59 +02:00
parent 16dbb3526a
commit ddc6f70aee

View file

@ -54,14 +54,6 @@ const float c_wrapThreshold = 0.9;
layout(location=0) out vec4 fragColor;
layout(std140) uniform Palette {
vec4 palette[256];
};
layout(std140) uniform Palswap {
int palswap[256];
};
//===========================================================================
//
// Color to grayscale
@ -152,17 +144,9 @@ void main()
coordY = period + mod(coordY, u_npotEmulationFactor);
}
newCoord = vec2(coordX, coordY);
#if 1
if (u_clamp != 0.0) newCoord = clamp(newCoord.xy, 0.0, 1.0);
#else
// what is this for? The only effect I could observe was a significant degradation of anisotropic filtering.
vec2 transitionBlend = fwidth(floor(newCoord.xy));
transitionBlend = fwidth(transitionBlend) + transitionBlend;
vec2 val1 = mix(fract(newCoord.xy), abs(1.0-mod(newCoord.xy+1.0, 2.0)), transitionBlend);
vec2 clampedCoord = clamp(newCoord.xy, 0.0, 1.0);
newCoord = mix(val1, clampedCoord, u_clamp);
#endif
// Paletted textures are stored in column major order rather than row major so coordinates need to be swapped here.
color = texture2D(s_texture, newCoord);
// This was further down but it really should be done before applying any kind of depth fading, not afterward.
@ -171,12 +155,13 @@ void main()
{
detailColor = texture2D(s_detail, v_detailCoord.xy);
detailColor = mix(vec4(1.0), 2.0 * detailColor, detailColor.a);
// Application of this differs of render mode because for paletted rendering with palettized shade tables it can only be done after processing the shade table. We only have a palette index before.
// Application of this differs based on render mode because for paletted rendering with palettized shade tables it can only be done after processing the shade table. We only have a palette index before.
}
float visibility = max(u_visFactor * v_distance - 0.5 * u_shadeInterpolate, 0.0);
float shade = clamp((u_shade + visibility), 0.0, u_numShades - 1.0);
if (u_usePalette != 0.0)
{
// Get the shaded palette index
@ -189,13 +174,14 @@ void main()
// Get the next shaded palette index for interpolation
colorIndex = texture2D(s_palswap, u_palswapPos+u_palswapSize*vec2(color.r, (floor(shade)+1.0)/u_numShades)).r;
colorIndex = c_basepalOffset + c_basepalScale*colorIndex; // this is for compensating roundoff errors.
vec4 palettedColorNext = texture2D(s_palette, vec2(colorIndex, c_zero));
vec4 palettedColorNext = texture2D(s_palette, vec2(colorIndex, c_zero));
float shadeFrac = mod(shade, 1.0);
palettedColor.rgb = mix(palettedColor.rgb, palettedColorNext.rgb, shadeFrac*u_shadeInterpolate);
palettedColor.rgb = mix(palettedColorNext.rgb, palettedColor.rgb, shadeFrac);
}
fullbright = palettedColor.a; // This only gets set for paletted rendering.
palettedColor.a = c_one-floor(color.r);
color = mix(color, palettedColor, u_usePalette);
palettedColor.a = c_one-floor(color.r);
color = palettedColor.bgra;
color.rgb *= detailColor.rgb; // with all this palettizing, this can only be applied afterward, even though it is wrong to do it this way.
}
else