mirror of
https://github.com/ZDoom/raze-gles.git
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29a10cabcb
Brightness is now correct - I have no idea why this factor of 1/0.85 is needed - something must reduce the brightness of the entire scene but I have no idea what.
64 lines
2.6 KiB
GLSL
64 lines
2.6 KiB
GLSL
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const int RF_ShadeInterpolate = 64;
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//===========================================================================
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//
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//
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//
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//===========================================================================
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vec4 ProcessTexel()
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{
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int u_flags = RF_ShadeInterpolate;
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float fullbright = 0.0;
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vec4 color;
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float coordX = vTexCoord.x;
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float coordY = vTexCoord.y;
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vec2 newCoord;
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// z is the depth in view space, positive going into the screen
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float z = abs(pixelpos.w);
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// Coordinate adjustment for NPOT textures. It is somehow fitting that Build games exploited this texture wrapping quirk of the software rendering engine...
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if (uNpotEmulation.y != 0.0)
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{
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float period = floor(coordY / uNpotEmulation.y);
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coordX += uNpotEmulation.x * floor(mod(coordY, uNpotEmulation.y));
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coordY = period + mod(coordY, uNpotEmulation.y);
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}
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newCoord = vec2(coordX, coordY);
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color = texture(tex, newCoord);
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float visibility = max(uGlobVis * uLightFactor * z - ((u_flags & RF_ShadeInterpolate) != 0.0? 0.5 : 0.0), 0.0);
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float numShades = float(uPalLightLevels & 255);
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float shade = (1.0 - uLightLevel) * (numShades);
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shade = clamp((shade + visibility), 0.0, numShades - 1.0);
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int palindex = int(color.r * 255.0 + 0.1); // The 0.1 is for roundoff error compensation.
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int shadeindex = int(floor(shade));
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float colorIndexF = texelFetch(texture3, ivec2(palindex, shadeindex), 0).r;
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int colorIndex = int(colorIndexF * 255.0 + 0.1); // The 0.1 is for roundoff error compensation.
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vec4 palettedColor = texelFetch(texture2, ivec2(colorIndex, 0), 0);
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if ((u_flags & RF_ShadeInterpolate) != 0)
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{
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// Get the next shaded palette index for interpolation
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colorIndexF = texelFetch(texture3, ivec2(palindex, shadeindex+1), 0).r;
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colorIndex = int(colorIndexF * 255.0 + 0.1); // The 0.1 is for roundoff error compensation.
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vec4 palettedColorNext = texelFetch(texture2, ivec2(colorIndex, 0), 0);
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float shadeFrac = mod(shade, 1.0);
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palettedColor.rgb = mix(palettedColor.rgb, palettedColorNext.rgb, shadeFrac);
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}
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palettedColor.a = color.r == 0.0? 0.0 : 1.0;// 1.0-floor(color.r);
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color = palettedColor;
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if (uFogDensity != 0.0) // fog hack for RRRA E2L1. Needs to be done better, this is gross, but still preferable to the broken original implementation.
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{
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float fogfactor = 0.55 + 0.3 * exp2 (uFogDensity * abs(z) / 1024.0);
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color.rgb = uFogColor.rgb * (1.0-fogfactor) + color.rgb * fogfactor;// mix(vec3(0.6), color.rgb, fogfactor);
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}
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if (color.a < uAlphaThreshold) discard; // it's only here that we have the alpha value available to be able to perform the alpha test.
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return vec4(color.rgb / 0.85, vColor.a);
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}
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