GLES: Fix line-endings for func_paletted.fp

This commit is contained in:
Emile Belanger 2021-12-10 18:26:24 +00:00 committed by Christoph Oelckers
parent 9e1e824f5e
commit 5300abb76d

View file

@ -1,79 +1,79 @@
const int RF_ShadeInterpolate = 64;
const float pixleHalf = (1.0 / 256.0) / 2.0; // Half way through a pixel on 256 sized image
const float pixleIndexScale = 255.0 / 256.0;
vec4 getColor(float palindex, float shadeindex)
{
float colorIndexF = texture2D(texture3, vec2(palindex, shadeindex)).a;
vec4 palettedColor = texture2D(texture2, vec2((colorIndexF * pixleIndexScale) + pixleHalf, 0.5));
return palettedColor;
}
vec4 ProcessTexel()
{
float fullbright = 0.0;
vec4 color;
float coordX = vTexCoord.x;
float coordY = vTexCoord.y;
vec2 newCoord;
// z is the depth in view space, positive going into the screen
float z = abs(pixelpos.w);
#ifdef NPOT_EMULATION
// Coordinate adjustment for NPOT textures. It is somehow fitting that Build games exploited this texture wrapping quirk of the software rendering engine...
#if (DEF_NPOT_EMULATION == 1)
float period = floor(coordY / uNpotEmulation.y);
coordX += uNpotEmulation.x * floor(mod(coordY, uNpotEmulation.y));
coordY = period + mod(coordY, uNpotEmulation.y);
#endif
#endif
newCoord = vec2(coordX, coordY);
color = texture2D(tex, newCoord);
#if (DEF_PALETTE_INTERPOLATE == 1)
float visibility = max(uGlobVis * uLightFactor * z - 0.5, 0.0);
#else
float visibility = max(uGlobVis * uLightFactor * z, 0.0);
#endif
float numShades = float(uPalLightLevels);
float shade = (1.0 - uLightLevel) * (numShades);
shade = clamp((shade + visibility), 0.0, numShades - 1.0);
float palindex = (color.a * pixleIndexScale) + pixleHalf;
float shadeindex = (shade / (numShades)) + pixleHalf;
vec4 palettedColor = getColor(palindex, shadeindex);
#if (DEF_PALETTE_INTERPOLATE == 1)
// Get the next shaded palette index for interpolation
shadeindex = ((shade + 1.0) / (numShades));
shadeindex = clamp(shadeindex, 0.0, 1.0);
vec4 palettedColorNext = getColor(palindex, shadeindex);
float shadeFrac = mod(shade, 1.0);
palettedColor.rgb = mix(palettedColor.rgb, palettedColorNext.rgb, shadeFrac);
#endif
//palettedColor.a = color.a == 0.0? 0.0 : 1.0;
// Replaces above line without branch
palettedColor.a = floor(color.a + 0.999);
color = palettedColor;
//if (color.a < uAlphaThreshold) discard; // it's only here that we have the alpha value available to be able to perform the alpha test.
// This replaces the above line to avoid the branch and the discard.. Seems to look the same but could be unforeseen issues.
float alpha = step(uAlphaThreshold, color.a);
return vec4(color.rgb, alpha);
}
const int RF_ShadeInterpolate = 64;
const float pixleHalf = (1.0 / 256.0) / 2.0; // Half way through a pixel on 256 sized image
const float pixleIndexScale = 255.0 / 256.0;
vec4 getColor(float palindex, float shadeindex)
{
float colorIndexF = texture2D(texture3, vec2(palindex, shadeindex)).a;
vec4 palettedColor = texture2D(texture2, vec2((colorIndexF * pixleIndexScale) + pixleHalf, 0.5));
return palettedColor;
}
vec4 ProcessTexel()
{
float fullbright = 0.0;
vec4 color;
float coordX = vTexCoord.x;
float coordY = vTexCoord.y;
vec2 newCoord;
// z is the depth in view space, positive going into the screen
float z = abs(pixelpos.w);
#ifdef NPOT_EMULATION
// Coordinate adjustment for NPOT textures. It is somehow fitting that Build games exploited this texture wrapping quirk of the software rendering engine...
#if (DEF_NPOT_EMULATION == 1)
float period = floor(coordY / uNpotEmulation.y);
coordX += uNpotEmulation.x * floor(mod(coordY, uNpotEmulation.y));
coordY = period + mod(coordY, uNpotEmulation.y);
#endif
#endif
newCoord = vec2(coordX, coordY);
color = texture2D(tex, newCoord);
#if (DEF_PALETTE_INTERPOLATE == 1)
float visibility = max(uGlobVis * uLightFactor * z - 0.5, 0.0);
#else
float visibility = max(uGlobVis * uLightFactor * z, 0.0);
#endif
float numShades = float(uPalLightLevels);
float shade = (1.0 - uLightLevel) * (numShades);
shade = clamp((shade + visibility), 0.0, numShades - 1.0);
float palindex = (color.a * pixleIndexScale) + pixleHalf;
float shadeindex = (shade / (numShades)) + pixleHalf;
vec4 palettedColor = getColor(palindex, shadeindex);
#if (DEF_PALETTE_INTERPOLATE == 1)
// Get the next shaded palette index for interpolation
shadeindex = ((shade + 1.0) / (numShades));
shadeindex = clamp(shadeindex, 0.0, 1.0);
vec4 palettedColorNext = getColor(palindex, shadeindex);
float shadeFrac = mod(shade, 1.0);
palettedColor.rgb = mix(palettedColor.rgb, palettedColorNext.rgb, shadeFrac);
#endif
//palettedColor.a = color.a == 0.0? 0.0 : 1.0;
// Replaces above line without branch
palettedColor.a = floor(color.a + 0.999);
color = palettedColor;
//if (color.a < uAlphaThreshold) discard; // it's only here that we have the alpha value available to be able to perform the alpha test.
// This replaces the above line to avoid the branch and the discard.. Seems to look the same but could be unforeseen issues.
float alpha = step(uAlphaThreshold, color.a);
return vec4(color.rgb, alpha);
}