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GLES: Fix line-endings for func_paletted.fp
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1 changed files with 79 additions and 79 deletions
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@ -1,79 +1,79 @@
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const int RF_ShadeInterpolate = 64;
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const float pixleHalf = (1.0 / 256.0) / 2.0; // Half way through a pixel on 256 sized image
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const float pixleIndexScale = 255.0 / 256.0;
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vec4 getColor(float palindex, float shadeindex)
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{
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float colorIndexF = texture2D(texture3, vec2(palindex, shadeindex)).a;
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vec4 palettedColor = texture2D(texture2, vec2((colorIndexF * pixleIndexScale) + pixleHalf, 0.5));
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return palettedColor;
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}
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vec4 ProcessTexel()
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{
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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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#ifdef NPOT_EMULATION
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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 (DEF_NPOT_EMULATION == 1)
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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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#endif
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#endif
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newCoord = vec2(coordX, coordY);
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color = texture2D(tex, newCoord);
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#if (DEF_PALETTE_INTERPOLATE == 1)
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float visibility = max(uGlobVis * uLightFactor * z - 0.5, 0.0);
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#else
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float visibility = max(uGlobVis * uLightFactor * z, 0.0);
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#endif
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float numShades = float(uPalLightLevels);
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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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float palindex = (color.a * pixleIndexScale) + pixleHalf;
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float shadeindex = (shade / (numShades)) + pixleHalf;
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vec4 palettedColor = getColor(palindex, shadeindex);
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#if (DEF_PALETTE_INTERPOLATE == 1)
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// Get the next shaded palette index for interpolation
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shadeindex = ((shade + 1.0) / (numShades));
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shadeindex = clamp(shadeindex, 0.0, 1.0);
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vec4 palettedColorNext = getColor(palindex, shadeindex);
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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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#endif
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//palettedColor.a = color.a == 0.0? 0.0 : 1.0;
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// Replaces above line without branch
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palettedColor.a = floor(color.a + 0.999);
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color = palettedColor;
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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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// This replaces the above line to avoid the branch and the discard.. Seems to look the same but could be unforeseen issues.
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float alpha = step(uAlphaThreshold, color.a);
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return vec4(color.rgb, alpha);
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}
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const int RF_ShadeInterpolate = 64;
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const float pixleHalf = (1.0 / 256.0) / 2.0; // Half way through a pixel on 256 sized image
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const float pixleIndexScale = 255.0 / 256.0;
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vec4 getColor(float palindex, float shadeindex)
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{
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float colorIndexF = texture2D(texture3, vec2(palindex, shadeindex)).a;
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vec4 palettedColor = texture2D(texture2, vec2((colorIndexF * pixleIndexScale) + pixleHalf, 0.5));
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return palettedColor;
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}
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vec4 ProcessTexel()
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{
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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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#ifdef NPOT_EMULATION
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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 (DEF_NPOT_EMULATION == 1)
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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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#endif
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#endif
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newCoord = vec2(coordX, coordY);
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color = texture2D(tex, newCoord);
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#if (DEF_PALETTE_INTERPOLATE == 1)
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float visibility = max(uGlobVis * uLightFactor * z - 0.5, 0.0);
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#else
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float visibility = max(uGlobVis * uLightFactor * z, 0.0);
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#endif
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float numShades = float(uPalLightLevels);
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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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float palindex = (color.a * pixleIndexScale) + pixleHalf;
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float shadeindex = (shade / (numShades)) + pixleHalf;
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vec4 palettedColor = getColor(palindex, shadeindex);
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#if (DEF_PALETTE_INTERPOLATE == 1)
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// Get the next shaded palette index for interpolation
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shadeindex = ((shade + 1.0) / (numShades));
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shadeindex = clamp(shadeindex, 0.0, 1.0);
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vec4 palettedColorNext = getColor(palindex, shadeindex);
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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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#endif
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//palettedColor.a = color.a == 0.0? 0.0 : 1.0;
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// Replaces above line without branch
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palettedColor.a = floor(color.a + 0.999);
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color = palettedColor;
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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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// This replaces the above line to avoid the branch and the discard.. Seems to look the same but could be unforeseen issues.
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float alpha = step(uAlphaThreshold, color.a);
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return vec4(color.rgb, alpha);
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}
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