Pack vertex attributes and palette into a single integer bitfield.
This commit is contained in:
@@ -45,10 +45,10 @@ namespace OpenRA.Graphics
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var eb = endColor.B / 255.0f;
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var ea = endColor.A / 255.0f;
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vertices[0] = new Vertex(start - corner + Offset, sr, sg, sb, sa, 0, 0);
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vertices[1] = new Vertex(start + corner + Offset, sr, sg, sb, sa, 0, 0);
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vertices[2] = new Vertex(end + corner + Offset, er, eg, eb, ea, 0, 0);
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vertices[3] = new Vertex(end - corner + Offset, er, eg, eb, ea, 0, 0);
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vertices[0] = new Vertex(start - corner + Offset, sr, sg, sb, sa, 0);
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vertices[1] = new Vertex(start + corner + Offset, sr, sg, sb, sa, 0);
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vertices[2] = new Vertex(end + corner + Offset, er, eg, eb, ea, 0);
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vertices[3] = new Vertex(end - corner + Offset, er, eg, eb, ea, 0);
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parent.DrawRGBAQuad(vertices, blendMode);
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}
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@@ -64,10 +64,10 @@ namespace OpenRA.Graphics
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var b = color.B / 255.0f;
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var a = color.A / 255.0f;
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vertices[0] = new Vertex(start - corner + Offset, r, g, b, a, 0, 0);
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vertices[1] = new Vertex(start + corner + Offset, r, g, b, a, 0, 0);
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vertices[2] = new Vertex(end + corner + Offset, r, g, b, a, 0, 0);
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vertices[3] = new Vertex(end - corner + Offset, r, g, b, a, 0, 0);
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vertices[0] = new Vertex(start - corner + Offset, r, g, b, a, 0);
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vertices[1] = new Vertex(start + corner + Offset, r, g, b, a, 0);
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vertices[2] = new Vertex(end + corner + Offset, r, g, b, a, 0);
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vertices[3] = new Vertex(end - corner + Offset, r, g, b, a, 0);
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parent.DrawRGBAQuad(vertices, blendMode);
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}
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@@ -153,10 +153,10 @@ namespace OpenRA.Graphics
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var cd = closed || i < limit - 1 ? IntersectionOf(end - corner, dir, end - nextCorner, nextDir) : end - corner;
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// Fill segment
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vertices[0] = new Vertex(ca + Offset, r, g, b, a, 0, 0);
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vertices[1] = new Vertex(cb + Offset, r, g, b, a, 0, 0);
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vertices[2] = new Vertex(cc + Offset, r, g, b, a, 0, 0);
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vertices[3] = new Vertex(cd + Offset, r, g, b, a, 0, 0);
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vertices[0] = new Vertex(ca + Offset, r, g, b, a, 0);
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vertices[1] = new Vertex(cb + Offset, r, g, b, a, 0);
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vertices[2] = new Vertex(cc + Offset, r, g, b, a, 0);
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vertices[3] = new Vertex(cd + Offset, r, g, b, a, 0);
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parent.DrawRGBAQuad(vertices, blendMode);
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// Advance line segment
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@@ -209,10 +209,10 @@ namespace OpenRA.Graphics
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var cb = color.B / 255.0f;
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var ca = color.A / 255.0f;
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vertices[0] = new Vertex(a + Offset, cr, cg, cb, ca, 0, 0);
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vertices[1] = new Vertex(b + Offset, cr, cg, cb, ca, 0, 0);
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vertices[2] = new Vertex(c + Offset, cr, cg, cb, ca, 0, 0);
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vertices[3] = new Vertex(d + Offset, cr, cg, cb, ca, 0, 0);
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vertices[0] = new Vertex(a + Offset, cr, cg, cb, ca, 0);
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vertices[1] = new Vertex(b + Offset, cr, cg, cb, ca, 0);
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vertices[2] = new Vertex(c + Offset, cr, cg, cb, ca, 0);
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vertices[3] = new Vertex(d + Offset, cr, cg, cb, ca, 0);
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parent.DrawRGBAQuad(vertices, blendMode);
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}
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@@ -234,7 +234,7 @@ namespace OpenRA.Graphics
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var cb = color.B / 255.0f;
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var ca = color.A / 255.0f;
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return new Vertex(xyz, cr, cg, cb, ca, 0, 0);
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return new Vertex(xyz, cr, cg, cb, ca, 0);
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}
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public void FillEllipse(in float3 tl, in float3 br, Color color, BlendMode blendMode = BlendMode.Alpha)
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@@ -76,7 +76,8 @@ namespace OpenRA.Graphics
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{
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var v = vertices[i];
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var p = palettes[i / 4]?.TextureIndex ?? 0;
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vertices[i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, p, v.C, v.R, v.G, v.B, v.A);
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var c = (uint)((p & 0xFFFF) << 16) | (v.C & 0xFFFF);
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vertices[i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, c, v.R, v.G, v.B, v.A);
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}
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for (var row = 0; row < map.MapSize.Y; row++)
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@@ -113,7 +114,7 @@ namespace OpenRA.Graphics
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for (var i = 0; i < 4; i++)
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{
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var v = vertices[offset + i];
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vertices[offset + i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, v.P, v.C, v.A * float3.Ones, v.A);
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vertices[offset + i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, v.C, v.A * float3.Ones, v.A);
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}
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return;
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@@ -138,7 +139,7 @@ namespace OpenRA.Graphics
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for (var i = 0; i < 4; i++)
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{
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var v = vertices[offset + i];
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vertices[offset + i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, v.P, v.C, v.A * weights[i], v.A);
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vertices[offset + i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, v.C, v.A * weights[i], v.A);
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}
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dirtyRows.Add(uv.V);
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@@ -94,11 +94,13 @@ namespace OpenRA.Graphics
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attribC |= samplers.Y << 9;
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}
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var fAttribC = (float)attribC;
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vertices[nv] = new Vertex(a, r.Left, r.Top, sl, st, paletteTextureIndex, fAttribC, tint, alpha);
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vertices[nv + 1] = new Vertex(b, r.Right, r.Top, sr, st, paletteTextureIndex, fAttribC, tint, alpha);
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vertices[nv + 2] = new Vertex(c, r.Right, r.Bottom, sr, sb, paletteTextureIndex, fAttribC, tint, alpha);
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vertices[nv + 3] = new Vertex(d, r.Left, r.Bottom, sl, sb, paletteTextureIndex, fAttribC, tint, alpha);
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attribC |= (paletteTextureIndex & 0xFFFF) << 16;
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var uAttribC = (uint)attribC;
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vertices[nv] = new Vertex(a, r.Left, r.Top, sl, st, uAttribC, tint, alpha);
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vertices[nv + 1] = new Vertex(b, r.Right, r.Top, sr, st, uAttribC, tint, alpha);
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vertices[nv + 2] = new Vertex(c, r.Right, r.Bottom, sr, sb, uAttribC, tint, alpha);
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vertices[nv + 3] = new Vertex(d, r.Left, r.Bottom, sl, sb, uAttribC, tint, alpha);
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}
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public static void FastCopyIntoChannel(Sprite dest, byte[] src, SpriteFrameType srcType)
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@@ -23,26 +23,26 @@ namespace OpenRA.Graphics
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public readonly float S, T, U, V;
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// Palette and channel flags
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public readonly float P, C;
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public readonly uint C;
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// Color tint
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public readonly float R, G, B, A;
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public Vertex(in float3 xyz, float s, float t, float u, float v, float p, float c)
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: this(xyz.X, xyz.Y, xyz.Z, s, t, u, v, p, c, float3.Ones, 1f) { }
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public Vertex(in float3 xyz, float s, float t, float u, float v, uint c)
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: this(xyz.X, xyz.Y, xyz.Z, s, t, u, v, c, float3.Ones, 1f) { }
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public Vertex(in float3 xyz, float s, float t, float u, float v, float p, float c, in float3 tint, float a)
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: this(xyz.X, xyz.Y, xyz.Z, s, t, u, v, p, c, tint.X, tint.Y, tint.Z, a) { }
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public Vertex(in float3 xyz, float s, float t, float u, float v, uint c, in float3 tint, float a)
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: this(xyz.X, xyz.Y, xyz.Z, s, t, u, v, c, tint.X, tint.Y, tint.Z, a) { }
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public Vertex(float x, float y, float z, float s, float t, float u, float v, float p, float c, in float3 tint, float a)
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: this(x, y, z, s, t, u, v, p, c, tint.X, tint.Y, tint.Z, a) { }
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public Vertex(float x, float y, float z, float s, float t, float u, float v, uint c, in float3 tint, float a)
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: this(x, y, z, s, t, u, v, c, tint.X, tint.Y, tint.Z, a) { }
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public Vertex(float x, float y, float z, float s, float t, float u, float v, float p, float c, float r, float g, float b, float a)
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public Vertex(float x, float y, float z, float s, float t, float u, float v, uint c, float r, float g, float b, float a)
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{
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X = x; Y = y; Z = z;
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S = s; T = t;
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U = u; V = v;
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P = p; C = c;
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C = c;
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R = r; G = g; B = b; A = a;
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}
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}
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@@ -57,8 +57,8 @@ namespace OpenRA.Graphics
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{
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new ShaderVertexAttribute("aVertexPosition", ShaderVertexAttributeType.Float, 3, 0),
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new ShaderVertexAttribute("aVertexTexCoord", ShaderVertexAttributeType.Float, 4, 12),
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new ShaderVertexAttribute("aVertexTexMetadata", ShaderVertexAttributeType.Float, 2, 28),
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new ShaderVertexAttribute("aVertexTint", ShaderVertexAttributeType.Float, 4, 36)
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new ShaderVertexAttribute("aVertexAttributes", ShaderVertexAttributeType.UInt, 1, 28),
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new ShaderVertexAttribute("aVertexTint", ShaderVertexAttributeType.Float, 4, 32)
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};
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}
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}
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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; }
|
||||
if (x >= 512.0) { x -= 512.0; secondarySampler += 1.0; }
|
||||
|
||||
float primarySampler = 0.0;
|
||||
if (x >= 256.0) { x -= 256.0; primarySampler += 4.0; }
|
||||
if (x >= 128.0) { x -= 128.0; primarySampler += 2.0; }
|
||||
if (x >= 64.0) { x -= 64.0; primarySampler += 1.0; }
|
||||
|
||||
float secondaryChannel = 0.0;
|
||||
if (x >= 32.0) { x -= 32.0; secondaryChannel += 4.0; }
|
||||
if (x >= 16.0) { x -= 16.0; secondaryChannel += 2.0; }
|
||||
if (x >= 8.0) { x -= 8.0; secondaryChannel += 1.0; }
|
||||
|
||||
float primaryChannel = 0.0;
|
||||
if (x >= 4.0) { x -= 4.0; primaryChannel += 4.0; }
|
||||
if (x >= 2.0) { x -= 2.0; primaryChannel += 2.0; }
|
||||
if (x >= 1.0) { x -= 1.0; primaryChannel += 1.0; }
|
||||
|
||||
return vec4(primaryChannel, secondaryChannel, primarySampler, secondarySampler);
|
||||
}
|
||||
|
||||
vec4 SelectChannelMask(float x)
|
||||
{
|
||||
if (x >= 7.0)
|
||||
return vec4(0,0,0,1);
|
||||
if (x >= 5.0)
|
||||
return vec4(0,0,1,0);
|
||||
if (x >= 3.0)
|
||||
return vec4(0,1,0,0);
|
||||
if (x >= 2.0)
|
||||
return vec4(1,1,1,1);
|
||||
if (x >= 1.0)
|
||||
return vec4(1,0,0,0);
|
||||
|
||||
return vec4(0, 0, 0, 0);
|
||||
}
|
||||
|
||||
vec4 SelectColorFraction(float x)
|
||||
{
|
||||
if (x > 0.0)
|
||||
return vec4(0, 0, 0, 0);
|
||||
|
||||
return vec4(1, 1, 1, 1);
|
||||
}
|
||||
|
||||
vec4 SelectRGBAFraction(float x)
|
||||
{
|
||||
if (x == 2.0)
|
||||
return vec4(1, 1, 1, 1);
|
||||
|
||||
return vec4(0, 0, 0, 0);
|
||||
}
|
||||
|
||||
vec4 SelectPalettedFraction(float x)
|
||||
{
|
||||
if (x == 0.0 || x == 2.0)
|
||||
return vec4(0, 0, 0, 0);
|
||||
|
||||
return vec4(1, 1, 1, 1);
|
||||
switch (x)
|
||||
{
|
||||
case 7u:
|
||||
return vec4(0.0, 0.0, 0.0, 1.0);
|
||||
case 5u:
|
||||
return vec4(0.0, 0.0, 1.0, 0.0);
|
||||
case 3u:
|
||||
return vec4(0, 1.0, 0.0, 0.0);
|
||||
case 2u:
|
||||
return vec4(1.0, 1.0, 1.0, 1.0);
|
||||
case 1u:
|
||||
return vec4(1.0, 0.0, 0.0, 0.0);
|
||||
default:
|
||||
return vec4(0.0, 0.0, 0.0, 0.0);
|
||||
}
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4((aVertexPosition - Scroll) * p1 + p2, 1);
|
||||
vTexCoord = aVertexTexCoord;
|
||||
vTexPalette = aVertexTexMetadata.s / PaletteRows;
|
||||
|
||||
vec4 attrib = UnpackChannelAttributes(aVertexTexMetadata.t);
|
||||
vChannelMask = SelectChannelMask(attrib.s);
|
||||
vColorFraction = SelectColorFraction(attrib.s);
|
||||
vRGBAFraction = SelectRGBAFraction(attrib.s);
|
||||
vPalettedFraction = SelectPalettedFraction(attrib.s);
|
||||
vDepthMask = SelectChannelMask(attrib.t);
|
||||
vTexSampler = attrib.pq;
|
||||
// aVertexAttributes is a packed bitfield, where:
|
||||
// Bits 0-2 define the behaviour of the primary texture channel:
|
||||
// 000: Channel is not used (aVertexTexCoord instead defines a color value)
|
||||
// 010: Sample RGBA sprite from all four channels
|
||||
// 001, 011, 101, 111: Sample paletted sprite from channel R,G,B,A
|
||||
// Bits 3-5 define the behaviour of the secondary texture channel:
|
||||
// 000: Channel is not used
|
||||
// 001, 011, 101, 111: Sample depth sprite from channel R,G,B,A
|
||||
// Bits 6-8 define the sampler index (0-7) that the primary texture is bound to
|
||||
// Bits 9-11 define the sampler index (0-7) that the secondary texture is bound to
|
||||
// Bits 16-31 define the palette row for paletted sprites
|
||||
vChannelType = aVertexAttributes & 0x07u;
|
||||
vChannelMask = SelectChannelMask(vChannelType);
|
||||
vDepthMask = SelectChannelMask((aVertexAttributes >> 3) & 0x07u);
|
||||
vChannelSampler = (aVertexAttributes >> 6) & 0x07u;
|
||||
vDepthSampler = (aVertexAttributes >> 9) & 0x07u;
|
||||
vTexPalette = (aVertexAttributes >> 16) / PaletteRows;
|
||||
|
||||
vTint = aVertexTint;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user