raze-gles/wadsrc/static/engine/shaders/glsl/polymost.fp
2020-05-29 20:15:42 +02:00

253 lines
8.9 KiB
GLSL

#version 330
const int RF_ColorOnly = 1;
const int RF_UsePalette = 2;
const int RF_DetailMapping = 4;
const int RF_GlowMapping = 8;
const int RF_Brightmapping = 16;
const int RF_NPOTEmulation = 32;
const int RF_ShadeInterpolate = 64;
const int RF_FogDisabled = 128;
const int RF_MapFog = 256;
const int RF_TINT_Grayscale = 0x1;
const int RF_TINT_Invert = 0x2;
const int RF_TINT_Colorize = 0x4;
const int RF_TINT_BLEND_Screen = 64;
const int RF_TINT_BLEND_Overlay = 128;
const int RF_TINT_BLEND_Hardlight = 192;
const int RF_TINT_BLENDMASK = RF_TINT_BLEND_Screen | RF_TINT_BLEND_Overlay | RF_TINT_BLEND_Hardlight;
//s_texture points to an indexed color texture
uniform sampler2D s_texture;
//s_palswap is the palette swap texture where u is the color index and v is the shade
uniform sampler2D s_palswap;
//s_palette is the base palette texture where u is the color index
uniform sampler2D s_palette;
uniform sampler2D s_detail;
uniform sampler2D s_glow;
uniform sampler2D s_brightmap;
uniform float u_shade;
uniform float u_numShades;
uniform float u_shadeDiv;
uniform float u_visFactor;
uniform int u_flags;
uniform float u_alphaThreshold;
uniform vec4 u_tintOverlay, u_tintModulate;
uniform int u_tintFlags;
uniform vec4 u_fullscreenTint;
uniform float u_npotEmulationFactor;
uniform float u_npotEmulationXOffset;
uniform float u_brightness;
uniform vec4 u_fogColor;
uniform vec3 u_tintcolor;
uniform vec3 u_tintmodulate;
in vec4 v_color;
in float v_distance;
in vec4 v_texCoord;
in vec4 v_detailCoord;
in float v_fogCoord;
in vec4 v_eyeCoordPosition;
const float c_basepalScale = 255.0/256.0;
const float c_basepalOffset = 0.5/256.0;
const float c_zero = 0.0;
const float c_one = 1.0;
const float c_two = 2.0;
const vec4 c_vec4_one = vec4(c_one);
const float c_wrapThreshold = 0.9;
layout(location=0) out vec4 fragColor;
layout(location=1) out vec4 fragFog;
layout(location=2) out vec4 fragNormal;
//===========================================================================
//
// Color to grayscale
//
//===========================================================================
float grayscale(vec4 color)
{
return dot(color.rgb, vec3(0.3, 0.56, 0.14));
}
//===========================================================================
//
// Hightile tinting code. (hictinting[dapalnum]) This can be done inside the shader
// to avoid costly texture duplication (but needs a more modern GLSL than 1.10.)
//
//===========================================================================
vec4 convertColor(vec4 color)
{
int effect = u_tintFlags;
if ((effect & RF_TINT_Grayscale) != 0)
{
float g = grayscale(color);
color = vec4(g, g, g, color.a);
}
if ((effect & RF_TINT_Invert) != 0)
{
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.
// Much of this looks quite broken by design. Why is this effectively multplied by 4 if the flag is set...? :(
if ((effect & RF_TINT_Colorize) != 0)
{
tcol.r = min(((tcol.b) * u_tintModulate.r)* 4, 255.0);
tcol.g = min(((tcol.g) * u_tintModulate.g)* 4, 255.0);
tcol.b = min(((tcol.r) * u_tintModulate.b)* 4, 255.0);
}
else
{
tcol.r = min(((tcol.b) * u_tintModulate.r), 255.0);
tcol.g = min(((tcol.g) * u_tintModulate.g), 255.0);
tcol.b = min(((tcol.r) * u_tintModulate.b), 255.0);
}
vec4 ov = u_tintOverlay * 255.0;
switch (effect & RF_TINT_BLENDMASK)
{
case RF_TINT_BLEND_Screen:
tcol.r = 255.0 - (((255.0 - tcol.r) * (255.0 - ov.r)) / 256.0);
tcol.g = 255.0 - (((255.0 - tcol.g) * (255.0 - ov.g)) / 256.0);
tcol.b = 255.0 - (((255.0 - tcol.b) * (255.0 - ov.b)) / 256.0);
break;
case RF_TINT_BLEND_Overlay:
tcol.r = tcol.b < 128.0? (tcol.r * ov.r) / 128.0 : 255.0 - (((255.0 - tcol.r) * (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.b = tcol.r < 128.0? (tcol.b * ov.b) / 128.0 : 255.0 - (((255.0 - tcol.b) * (255.0 - ov.b)) / 128.0);
break;
case RF_TINT_BLEND_Hardlight:
tcol.r = ov.r < 128.0 ? (tcol.r * ov.r) / 128.0 : 255.0 - (((255.0 - tcol.r) * (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.b = ov.b < 128.0 ? (tcol.b * ov.b) / 128.0 : 255.0 - (((255.0 - tcol.b) * (255.0 - ov.b)) / 128.0);
break;
}
color.rgb = tcol / 255.0;
return color;
}
//===========================================================================
//
//
//
//===========================================================================
void main()
{
float fullbright = 0.0;
vec4 color;
if ((u_flags & RF_ColorOnly) == 0)
{
float coordX = v_texCoord.x;
float coordY = v_texCoord.y;
vec2 newCoord;
// Coordinate adjustment for NPOT textures (something must have gone very wrong to make this necessary...)
if ((u_flags & RF_NPOTEmulation) != 0)
{
float period = floor(coordY / u_npotEmulationFactor);
coordX += u_npotEmulationXOffset * floor(mod(coordY, u_npotEmulationFactor));
coordY = period + mod(coordY, u_npotEmulationFactor);
}
newCoord = vec2(coordX, coordY);
// Paletted textures are stored in column major order rather than row major so coordinates need to be swapped here.
color = texture(s_texture, newCoord);
// This was further down but it really should be done before applying any kind of depth fading, not afterward.
vec4 detailColor = vec4(1.0);
if ((u_flags & RF_DetailMapping) != 0)
{
detailColor = texture(s_detail, v_detailCoord.xy);
detailColor = mix(vec4(1.0), 2.0 * detailColor, detailColor.a);
// 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 - ((u_flags & RF_ShadeInterpolate) != 0.0? 0.5 : 0.0), 0.0);
float shade = clamp((u_shade + visibility), 0.0, u_numShades - 1.0);
if ((u_flags & RF_UsePalette) != 0)
{
int palindex = int(color.r * 255.0 + 0.1); // The 0.1 is for roundoff error compensation.
int shadeindex = int(floor(shade));
float colorIndexF = texelFetch(s_palswap, ivec2(palindex, shadeindex), 0).r;
int colorIndex = int(colorIndexF * 255.0 + 0.1); // The 0.1 is for roundoff error compensation.
vec4 palettedColor = texelFetch(s_palette, ivec2(colorIndex, 0), 0);
if ((u_flags & RF_ShadeInterpolate) != 0)
{
// Get the next shaded palette index for interpolation
colorIndexF = texelFetch(s_palswap, ivec2(palindex, shadeindex+1), 0).r;
colorIndex = int(colorIndexF * 255.0 + 0.1); // The 0.1 is for roundoff error compensation.
vec4 palettedColorNext = texelFetch(s_palette, ivec2(colorIndex, 0), 0);
float shadeFrac = mod(shade, 1.0);
palettedColor.rgb = mix(palettedColor.rgb, palettedColorNext.rgb, shadeFrac);
}
palettedColor.a = color.r == 0.0? 0.0 : 1.0;// c_one-floor(color.r);
color = palettedColor;
color.rgb *= detailColor.rgb; // with all this palettizing, this can only be applied afterward, even though it is wrong to do it this way.
color.rgb *= v_color.rgb; // Well, this is dead wrong but unavoidable. For colored fog it applies the light to the fog as well...
}
else
{
color.rgb *= detailColor.rgb;
if (u_tintFlags != -1) color = convertColor(color);
if ((u_flags & RF_FogDisabled) == 0)
{
shade = clamp(shade * u_shadeDiv, 0.0, 1.0); // u_shadeDiv is really 1/shadeDiv.
vec3 lightcolor = v_color.rgb * (1.0 - shade);
if ((u_flags & RF_Brightmapping) != 0)
{
lightcolor = clamp(lightcolor + texture(s_brightmap, v_texCoord.xy).rgb, 0.0, 1.0);
}
color.rgb *= lightcolor;
if ((u_flags & RF_MapFog) == 0) color.rgb += u_fogColor.rgb * shade;
}
else color.rgb *= v_color.rgb;
}
if ((u_flags & RF_MapFog) != 0) // fog hack for RRRA E2L1. Needs to be done better, this is gross, but still preferable to the broken original implementation.
{
float fogfactor = 0.55 + 0.3 * exp2 (-5.0*v_fogCoord);
color.rgb = vec3(0.6*(1.0-fogfactor)) + color.rgb * fogfactor;// mix(vec3(0.6), color.rgb, fogfactor);
}
if (color.a < u_alphaThreshold) discard; // it's only here that we have the alpha value available to be able to perform the alpha test.
color.a *= v_color.a;
}
else
{
// untextured rendering
color = v_color;
}
if ((u_flags & (RF_ColorOnly|RF_GlowMapping)) == RF_GlowMapping)
{
vec4 glowColor = texture(s_glow, v_texCoord.xy);
color.rgb = mix(color.rgb, glowColor.rgb, glowColor.a);
}
color.rgb = pow(color.rgb, vec3(u_brightness));
color.rgb *= u_fullscreenTint.rgb; // must be the last thing to be done.
fragColor = color;
fragFog = vec4(0.0, 0.0, 0.0, 1.0); // Does build have colored fog?
vec3 normal = normalize(cross(dFdx(v_eyeCoordPosition.xyz), dFdy(v_eyeCoordPosition.xyz)));
normal.x = -normal.x;
normal.y = -normal.y;
fragNormal = vec4(normal * 0.5 + 0.5, 1.0);
}