Pack vertex attributes and palette into a single integer bitfield.
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@@ -19,17 +19,13 @@ uniform vec2 DepthPreviewParams;
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uniform float DepthTextureScale;
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uniform float AntialiasPixelsPerTexel;
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in vec4 vColor;
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in vec4 vTexCoord;
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in float vTexPalette;
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in vec4 vChannelMask;
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in vec4 vDepthMask;
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in vec2 vTexSampler;
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in vec4 vColorFraction;
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in vec4 vRGBAFraction;
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in vec4 vPalettedFraction;
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flat in float vTexPalette;
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flat in vec4 vChannelMask;
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flat in uint vChannelSampler;
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flat in uint vChannelType;
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flat in vec4 vDepthMask;
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flat in uint vDepthSampler;
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in vec4 vTint;
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out vec4 fragColor;
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@@ -77,47 +73,53 @@ vec4 linear2srgb(vec4 c)
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return c.a * vec4(linear2srgb(c.r / c.a), linear2srgb(c.g / c.a), linear2srgb(c.b / c.a), 1.0f);
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}
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ivec2 Size(float samplerIndex)
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ivec2 Size(uint samplerIndex)
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{
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if (samplerIndex < 0.5)
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return textureSize(Texture0, 0);
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else if (samplerIndex < 1.5)
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return textureSize(Texture1, 0);
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else if (samplerIndex < 2.5)
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return textureSize(Texture2, 0);
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else if (samplerIndex < 3.5)
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return textureSize(Texture3, 0);
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else if (samplerIndex < 4.5)
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return textureSize(Texture4, 0);
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else if (samplerIndex < 5.5)
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return textureSize(Texture5, 0);
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else if (samplerIndex < 6.5)
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return textureSize(Texture6, 0);
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return textureSize(Texture7, 0);
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switch (samplerIndex)
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{
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case 7u:
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return textureSize(Texture7, 0);
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case 6u:
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return textureSize(Texture6, 0);
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case 5u:
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return textureSize(Texture5, 0);
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case 4u:
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return textureSize(Texture4, 0);
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case 3u:
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return textureSize(Texture3, 0);
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case 2u:
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return textureSize(Texture2, 0);
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case 1u:
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return textureSize(Texture1, 0);
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default:
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return textureSize(Texture0, 0);
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}
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}
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vec4 Sample(float samplerIndex, vec2 pos)
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vec4 Sample(uint samplerIndex, vec2 pos)
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{
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if (samplerIndex < 0.5)
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return texture(Texture0, pos);
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else if (samplerIndex < 1.5)
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return texture(Texture1, pos);
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else if (samplerIndex < 2.5)
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return texture(Texture2, pos);
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else if (samplerIndex < 3.5)
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return texture(Texture3, pos);
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else if (samplerIndex < 4.5)
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return texture(Texture4, pos);
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else if (samplerIndex < 5.5)
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return texture(Texture5, pos);
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else if (samplerIndex < 6.5)
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return texture(Texture6, pos);
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return texture(Texture7, pos);
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switch (samplerIndex)
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{
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case 7u:
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return texture(Texture7, pos);
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case 6u:
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return texture(Texture6, pos);
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case 5u:
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return texture(Texture5, pos);
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case 4u:
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return texture(Texture4, pos);
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case 3u:
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return texture(Texture3, pos);
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case 2u:
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return texture(Texture2, pos);
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case 1u:
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return texture(Texture1, pos);
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default:
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return texture(Texture0, pos);
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}
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}
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vec4 SamplePalettedBilinear(float samplerIndex, vec2 coords, vec2 textureSize)
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vec4 SamplePalettedBilinear(uint samplerIndex, vec2 coords, vec2 textureSize)
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{
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vec2 texPos = (coords * textureSize) - vec2(0.5);
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vec2 interp = fract(texPos);
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@@ -152,11 +154,13 @@ vec4 ColorShift(vec4 c, float p)
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void main()
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{
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vec2 coords = vTexCoord.st;
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bool isPaletted = (vChannelType & 0x01u) != 0u;
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bool isColor = vChannelType == 0u;
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vec4 c;
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if (AntialiasPixelsPerTexel > 0.0)
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{
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vec2 textureSize = vec2(Size(vTexSampler.s));
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vec2 textureSize = vec2(Size(vChannelSampler));
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vec2 offset = fract(coords.st * textureSize);
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// Offset the sampling point to simulate bilinear intepolation in window coordinates instead of texture coordinates
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@@ -167,28 +171,33 @@ void main()
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vec2 interp = clamp(offset * ik * AntialiasPixelsPerTexel, 0.0, .5) + clamp((offset - 1.0) * ik * AntialiasPixelsPerTexel + .5, 0.0, .5);
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coords = (floor(coords.st * textureSize) + interp) / textureSize;
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if (vPalettedFraction.x > 0.0)
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c = SamplePalettedBilinear(vTexSampler.s, coords, textureSize);
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if (isPaletted)
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c = SamplePalettedBilinear(vChannelSampler, coords, textureSize);
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}
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if (!(AntialiasPixelsPerTexel > 0.0 && vPalettedFraction.x > 0.0))
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if (!(AntialiasPixelsPerTexel > 0.0 && isPaletted))
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{
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vec4 x = Sample(vTexSampler.s, coords);
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vec4 x = Sample(vChannelSampler, coords);
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vec2 p = vec2(dot(x, vChannelMask), vTexPalette);
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c = vPalettedFraction * texture(Palette, p) + vRGBAFraction * x + vColorFraction * vTexCoord;
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if (isPaletted)
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c = texture(Palette, p);
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else if (isColor)
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c = vTexCoord;
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else
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c = x;
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}
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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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if (vRGBAFraction.r > 0.0 && vTexPalette > 0.0)
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if (!isPaletted && vTexPalette > 0.0)
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c = ColorShift(c, vTexPalette);
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float depth = gl_FragCoord.z;
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if (length(vDepthMask) > 0.0)
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{
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vec4 y = Sample(vTexSampler.t, vTexCoord.pq);
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vec4 y = Sample(vDepthSampler, vTexCoord.pq);
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depth = depth + DepthTextureScale * dot(y, vDepthMask);
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}
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@@ -6,109 +6,59 @@ uniform float PaletteRows;
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in vec3 aVertexPosition;
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in vec4 aVertexTexCoord;
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in vec2 aVertexTexMetadata;
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in uint aVertexAttributes;
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in vec4 aVertexTint;
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out vec4 vTexCoord;
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out float vTexPalette;
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out vec4 vChannelMask;
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out vec4 vDepthMask;
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out vec2 vTexSampler;
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out vec4 vColorFraction;
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out vec4 vRGBAFraction;
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out vec4 vPalettedFraction;
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flat out float vTexPalette;
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flat out vec4 vChannelMask;
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flat out uint vChannelSampler;
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flat out uint vChannelType;
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flat out vec4 vDepthMask;
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flat out uint vDepthSampler;
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out vec4 vTint;
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vec4 UnpackChannelAttributes(float x)
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vec4 SelectChannelMask(uint x)
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{
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// The channel attributes float encodes a set of attributes
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// stored as flags in the mantissa of the unnormalized float value.
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// Bits 9-11 define the sampler index (0-7) that the secondary texture is bound to
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// Bits 6-8 define the sampler index (0-7) that the primary texture is bound to
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// Bits 3-5 define the behaviour of the secondary texture channel:
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// 000: Channel is not used
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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 secondarySampler = 0.0;
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if (x >= 2048.0) { x -= 2048.0; secondarySampler += 4.0; }
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if (x >= 1024.0) { x -= 1024.0; secondarySampler += 2.0; }
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if (x >= 512.0) { x -= 512.0; secondarySampler += 1.0; }
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float primarySampler = 0.0;
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if (x >= 256.0) { x -= 256.0; primarySampler += 4.0; }
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if (x >= 128.0) { x -= 128.0; primarySampler += 2.0; }
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if (x >= 64.0) { x -= 64.0; primarySampler += 1.0; }
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float secondaryChannel = 0.0;
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if (x >= 32.0) { x -= 32.0; secondaryChannel += 4.0; }
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if (x >= 16.0) { x -= 16.0; secondaryChannel += 2.0; }
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if (x >= 8.0) { x -= 8.0; secondaryChannel += 1.0; }
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float primaryChannel = 0.0;
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if (x >= 4.0) { x -= 4.0; primaryChannel += 4.0; }
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if (x >= 2.0) { x -= 2.0; primaryChannel += 2.0; }
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if (x >= 1.0) { x -= 1.0; primaryChannel += 1.0; }
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return vec4(primaryChannel, secondaryChannel, primarySampler, secondarySampler);
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}
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vec4 SelectChannelMask(float x)
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{
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if (x >= 7.0)
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return vec4(0,0,0,1);
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if (x >= 5.0)
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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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return vec4(0, 0, 0, 0);
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}
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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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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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switch (x)
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{
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case 7u:
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return vec4(0.0, 0.0, 0.0, 1.0);
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case 5u:
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return vec4(0.0, 0.0, 1.0, 0.0);
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case 3u:
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return vec4(0, 1.0, 0.0, 0.0);
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case 2u:
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return vec4(1.0, 1.0, 1.0, 1.0);
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case 1u:
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return vec4(1.0, 0.0, 0.0, 0.0);
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default:
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return vec4(0.0, 0.0, 0.0, 0.0);
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}
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}
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void main()
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{
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gl_Position = vec4((aVertexPosition - Scroll) * p1 + p2, 1);
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vTexCoord = aVertexTexCoord;
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vTexPalette = aVertexTexMetadata.s / PaletteRows;
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vec4 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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vTexSampler = attrib.pq;
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// aVertexAttributes is a packed bitfield, where:
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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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// Bits 3-5 define the behaviour of the secondary texture channel:
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// 000: Channel is not used
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// 001, 011, 101, 111: Sample depth sprite from channel R,G,B,A
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// Bits 6-8 define the sampler index (0-7) that the primary texture is bound to
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// Bits 9-11 define the sampler index (0-7) that the secondary texture is bound to
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// Bits 16-31 define the palette row for paletted sprites
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vChannelType = aVertexAttributes & 0x07u;
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vChannelMask = SelectChannelMask(vChannelType);
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vDepthMask = SelectChannelMask((aVertexAttributes >> 3) & 0x07u);
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vChannelSampler = (aVertexAttributes >> 6) & 0x07u;
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vDepthSampler = (aVertexAttributes >> 9) & 0x07u;
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vTexPalette = (aVertexAttributes >> 16) / PaletteRows;
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vTint = aVertexTint;
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}
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