raze/wadsrc/static/demolition/shaders/glsl/polymost.fp

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#version 110
//include an additional space here so that we can programmatically search for and disable this preprocessor definition easily
#define POLYMOST1_EXTENDED
//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 vec2 u_palswapPos;
uniform vec2 u_palswapSize;
uniform vec2 u_clamp;
uniform float u_shade;
uniform float u_numShades;
uniform float u_visFactor;
uniform float u_fogEnabled;
uniform float u_useColorOnly;
uniform float u_usePalette;
uniform float u_npotEmulation;
uniform float u_npotEmulationFactor;
uniform float u_npotEmulationXOffset;
uniform float u_shadeInterpolate;
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uniform float u_brightness;
uniform float u_useDetailMapping;
uniform float u_useGlowMapping;
varying vec4 v_color;
varying float v_distance;
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;
void main()
{
float coordY = mix(gl_TexCoord[0].y,gl_TexCoord[0].x,u_usePalette);
float coordX = mix(gl_TexCoord[0].x,gl_TexCoord[0].y,u_usePalette);
float period = floor(coordY/u_npotEmulationFactor);
coordX += u_npotEmulationXOffset*floor(mod(coordY,u_npotEmulationFactor));
coordY = period+mod(coordY,u_npotEmulationFactor);
vec2 newCoord = mix(gl_TexCoord[0].xy,mix(vec2(coordX,coordY),vec2(coordY,coordX),u_usePalette),u_npotEmulation);
vec2 transitionBlend = fwidth(floor(newCoord.xy));
transitionBlend = fwidth(transitionBlend)+transitionBlend;
vec2 texCoord = mix(mix(fract(newCoord.xy), abs(c_one-mod(newCoord.xy+c_one, c_two)), transitionBlend), clamp(newCoord.xy, c_zero, c_one), u_clamp);
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vec4 color = texture2D(s_texture, texCoord);
float shade = clamp((u_shade+max(u_visFactor*v_distance-0.5*u_shadeInterpolate,c_zero)), c_zero, u_numShades-c_one);
float shadeFrac = mod(shade, c_one);
float colorIndex = texture2D(s_palswap, u_palswapPos+u_palswapSize*vec2(color.r, floor(shade)/u_numShades)).r;
colorIndex = c_basepalOffset + c_basepalScale*colorIndex;
vec4 palettedColor = texture2D(s_palette, vec2(colorIndex, c_zero));
colorIndex = texture2D(s_palswap, u_palswapPos+u_palswapSize*vec2(color.r, (floor(shade)+c_one)/u_numShades)).r;
colorIndex = c_basepalOffset + c_basepalScale*colorIndex;
vec4 palettedColorNext = texture2D(s_palette, vec2(colorIndex, c_zero));
palettedColor.rgb = mix(palettedColor.rgb, palettedColorNext.rgb, shadeFrac*u_shadeInterpolate);
float fullbright = mix(u_usePalette*palettedColor.a, c_zero, u_useColorOnly);
palettedColor.a = c_one-floor(color.r);
color = mix(color, palettedColor, u_usePalette);
if (u_useDetailMapping != 0.0)
{
vec4 detailColor = texture2D(s_detail, gl_TexCoord[3].xy);
detailColor = mix(c_vec4_one, 2.0*detailColor, detailColor.a);
color.rgb *= detailColor.rgb;
}
color = mix(color, c_vec4_one, u_useColorOnly);
color.rgb = mix(v_color.rgb*color.rgb, color.rgb, fullbright);
float fogEnabled = mix(u_fogEnabled, c_zero, u_usePalette);
fullbright = max(c_one-fogEnabled, fullbright);
float fogFactor = clamp((gl_Fog.end-gl_FogFragCoord)*gl_Fog.scale, fullbright, c_one);
//float fogFactor = clamp(gl_FogFragCoord, fullbright, c_one);
color.rgb = mix(gl_Fog.color.rgb, color.rgb, fogFactor);
if (u_useGlowMapping != 0.0)
{
vec4 glowColor = texture2D(s_glow, gl_TexCoord[4].xy);
color.rgb = mix(color.rgb, glowColor.rgb, glowColor.a*(c_one-u_useColorOnly));
}
color.a *= v_color.a;
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color.rgb = pow(color.rgb, vec3(u_brightness));
gl_FragData[0] = color;
}