Merge RGBA sprite rendering into SpriteRenderer.
Renderer.RgbaSpriteRenderer is kept as a thin wrapper to maintain compatibility with consumer code.
This commit is contained in:
@@ -1,43 +0,0 @@
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uniform sampler2D DiffuseTexture;
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uniform bool EnableDepthPreview;
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varying vec4 vTexCoord;
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float jet_r(float x)
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{
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return x < 0.7 ? 4.0 * x - 1.5 : -4.0 * x + 4.5;
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}
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float jet_g(float x)
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{
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return x < 0.5 ? 4.0 * x - 0.5 : -4.0 * x + 3.5;
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}
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float jet_b(float x)
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{
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return x < 0.3 ? 4.0 * x + 0.5 : -4.0 * x + 2.5;
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}
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void main()
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{
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vec4 c = texture2D(DiffuseTexture, vTexCoord.st);
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// Discard any transparent fragments (both color and depth)
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if (c.a == 0.0)
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discard;
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float depth = gl_FragCoord.z;
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// Convert to window coords
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gl_FragDepth = 0.5 * depth + 0.5;
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if (EnableDepthPreview)
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{
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float x = 1.0 - gl_FragDepth;
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float r = clamp(jet_r(x), 0.0, 1.0);
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float g = clamp(jet_g(x), 0.0, 1.0);
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float b = clamp(jet_b(x), 0.0, 1.0);
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gl_FragColor = vec4(r, g, b, 1.0);
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}
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else
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gl_FragColor = c;
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}
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@@ -1,12 +0,0 @@
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uniform vec3 Scroll;
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uniform vec3 r1, r2;
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attribute vec4 aVertexPosition;
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attribute vec4 aVertexTexCoord;
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varying vec4 vTexCoord;
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void main()
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{
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gl_Position = vec4((aVertexPosition.xyz - Scroll.xyz) * r1 + r2, 1);
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vTexCoord = aVertexTexCoord;
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}
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@@ -7,7 +7,10 @@ varying vec4 vTexCoord;
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varying vec2 vTexMetadata;
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varying vec4 vChannelMask;
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varying vec4 vDepthMask;
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varying vec4 vColorFraction;
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varying vec4 vRGBAFraction;
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varying vec4 vPalettedFraction;
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float jet_r(float x)
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{
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@@ -28,7 +31,7 @@ void main()
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{
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vec4 x = texture2D(DiffuseTexture, vTexCoord.st);
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vec2 p = vec2(dot(x, vChannelMask), vTexMetadata.s);
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vec4 c = (vec4(1, 1, 1, 1) - vColorFraction) * texture2D(Palette, p) + vColorFraction * vTexCoord;
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vec4 c = vPalettedFraction * texture2D(Palette, p) + vRGBAFraction * x + vColorFraction * vTexCoord;
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// Discard any transparent fragments (both color and depth)
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if (c.a == 0.0)
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@@ -4,11 +4,15 @@ uniform vec3 r1, r2;
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attribute vec4 aVertexPosition;
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attribute vec4 aVertexTexCoord;
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attribute vec2 aVertexTexMetadata;
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varying vec4 vTexCoord;
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varying vec2 vTexMetadata;
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varying vec4 vChannelMask;
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varying vec4 vDepthMask;
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varying vec4 vColorFraction;
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varying vec4 vRGBAFraction;
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varying vec4 vPalettedFraction;
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vec2 UnpackChannelAttributes(float x)
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{
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@@ -19,6 +23,7 @@ vec2 UnpackChannelAttributes(float x)
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// 001, 011, 101, 111: Sample depth sprite from channel R,G,B,A
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// Bits 0-2 define the behaviour of the primary texture channel:
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// 000: Channel is not used (aVertexTexCoord instead defines a color value)
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// 010: Sample RGBA sprite from all four channels
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// 001, 011, 101, 111: Sample paletted sprite from channel R,G,B,A
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float secondaryChannel = 0.0;
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@@ -42,6 +47,8 @@ vec4 SelectChannelMask(float x)
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return vec4(0,0,1,0);
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if (x >= 3.0)
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return vec4(0,1,0,0);
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if (x >= 2.0)
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return vec4(1,1,1,1);
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if (x >= 1.0)
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return vec4(1,0,0,0);
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@@ -52,8 +59,24 @@ vec4 SelectColorFraction(float x)
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{
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if (x > 0.0)
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return vec4(0, 0, 0, 0);
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else
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return vec4(1, 1, 1, 1);
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}
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vec4 SelectRGBAFraction(float x)
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{
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if (x == 2.0)
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return vec4(1, 1, 1, 1);
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return vec4(0, 0, 0, 0);
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}
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vec4 SelectPalettedFraction(float x)
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{
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if (x == 0.0 || x == 2.0)
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return vec4(0, 0, 0, 0);
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return vec4(1, 1, 1, 1);
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}
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void main()
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@@ -65,5 +88,7 @@ void main()
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vec2 attrib = UnpackChannelAttributes(aVertexTexMetadata.t);
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vChannelMask = SelectChannelMask(attrib.s);
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vColorFraction = SelectColorFraction(attrib.s);
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vRGBAFraction = SelectRGBAFraction(attrib.s);
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vPalettedFraction = SelectPalettedFraction(attrib.s);
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vDepthMask = SelectChannelMask(attrib.t);
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}
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