shp shaders

This commit is contained in:
Paul Chote
2010-11-11 13:30:46 +13:00
parent 00358e9fe8
commit 37edd072a6
4 changed files with 30 additions and 12 deletions

View File

@@ -1,6 +1,8 @@
uniform sampler2D DiffuseTexture; uniform sampler2D DiffuseTexture, Palette;
void main() void main()
{ {
gl_FragColor = texture2D(DiffuseTexture,gl_TexCoord[0].st); vec4 x = texture2D(DiffuseTexture, gl_TexCoord[0].st);
vec2 p = vec2( dot(x, gl_TexCoord[1]), gl_TexCoord[0].p );
gl_FragColor = texture2D(Palette,p);
} }

View File

@@ -1,8 +1,17 @@
uniform vec2 Scroll; uniform vec2 r1,r2; // matrix elements
uniform vec2 r1;
uniform vec2 r2; // matrix elements vec4 DecodeChannelMask( float x )
{
if (x > 0.0)
return (x > 0.5) ? vec4(1,0,0,0) : vec4(0,1,0,0);
else
return (x < -0.5) ? vec4(0,0,0,1) : vec4(0,0,1,0);
}
void main() void main()
{ {
gl_Position = ftransform(); vec2 p = gl_Vertex.xy*r1 + r2;
gl_Position = vec4(p.x,p.y,0,1);
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = DecodeChannelMask(gl_MultiTexCoord0.w);
} }

View File

@@ -2,9 +2,7 @@ uniform sampler2D DiffuseTexture, Palette;
void main() void main()
{ {
//float4 x = tex2D(DiffuseTexture, f.Tex0.xy); vec4 x = texture2D(DiffuseTexture, gl_TexCoord[0].st);
//float2 p = float2( dot(x, f.ChannelMask), f.Tex0.z ); vec2 p = vec2( dot(x, gl_TexCoord[1]), gl_TexCoord[0].p );
//return tex2D(Palette, p); gl_FragColor = texture2D(Palette,p);
//st
gl_FragColor = texture2D(Palette,gl_TexCoord[0].xy);
} }

View File

@@ -1,9 +1,18 @@
uniform vec2 Scroll; uniform vec2 Scroll;
uniform vec2 r1,r2; // matrix elements uniform vec2 r1,r2; // matrix elements
vec4 DecodeChannelMask( float x )
{
if (x > 0.0)
return (x > 0.5) ? vec4(1,0,0,0) : vec4(0,1,0,0);
else
return (x < -0.5) ? vec4(0,0,0,1) : vec4(0,0,1,0);
}
void main() void main()
{ {
vec2 p = (gl_Vertex.xy - Scroll.xy)*r1 + r2; vec2 p = (gl_Vertex.xy - Scroll.xy)*r1 + r2;
gl_Position = vec4(p.x,p.y,0,1); gl_Position = vec4(p.x,p.y,0,1);
gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = DecodeChannelMask(gl_MultiTexCoord0.w);
} }