Use varyings for masks instead of overloading gl_TexCoord.

This commit is contained in:
Paul Chote
2015-09-28 18:58:36 +01:00
parent e819ff832b
commit d5fd8e5828
4 changed files with 25 additions and 11 deletions

View File

@@ -1,8 +1,11 @@
uniform sampler2D DiffuseTexture, Palette; uniform sampler2D DiffuseTexture, Palette;
varying vec4 TexCoord;
varying vec4 ChannelMask;
void main() void main()
{ {
vec4 x = texture2D(DiffuseTexture, gl_TexCoord[0].st); vec4 x = texture2D(DiffuseTexture, TexCoord.st);
vec2 p = vec2(dot(x, gl_TexCoord[1]), gl_TexCoord[0].p); vec2 p = vec2(dot(x, ChannelMask), TexCoord.p);
gl_FragColor = texture2D(Palette, p); gl_FragColor = texture2D(Palette, p);
} }

View File

@@ -1,6 +1,9 @@
uniform vec2 Scroll; uniform vec2 Scroll;
uniform vec2 r1,r2; // matrix elements uniform vec2 r1,r2; // matrix elements
varying vec4 TexCoord;
varying vec4 ChannelMask;
vec4 DecodeChannelMask( float x ) vec4 DecodeChannelMask( float x )
{ {
if (x > 0.0) if (x > 0.0)
@@ -13,6 +16,6 @@ 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; TexCoord = gl_MultiTexCoord0;
gl_TexCoord[1] = DecodeChannelMask(gl_MultiTexCoord0.w); ChannelMask = DecodeChannelMask(gl_MultiTexCoord0.w);
} }

View File

@@ -4,14 +4,18 @@ uniform vec2 PaletteRows;
uniform vec4 LightDirection; uniform vec4 LightDirection;
uniform vec3 AmbientLight, DiffuseLight; uniform vec3 AmbientLight, DiffuseLight;
varying vec4 TexCoord;
varying vec4 ChannelMask;
varying vec4 NormalsMask;
void main() void main()
{ {
vec4 x = texture2D(DiffuseTexture, gl_TexCoord[0].st); vec4 x = texture2D(DiffuseTexture, TexCoord.st);
vec4 color = texture2D(Palette, vec2(dot(x, gl_TexCoord[1]), PaletteRows.x)); vec4 color = texture2D(Palette, vec2(dot(x, ChannelMask), PaletteRows.x));
if (color.a < 0.01) if (color.a < 0.01)
discard; discard;
vec4 normal = (2.0 * texture2D(Palette, vec2(dot(x, gl_TexCoord[2]), PaletteRows.y)) - 1.0); vec4 normal = (2.0 * texture2D(Palette, vec2(dot(x, NormalsMask), PaletteRows.y)) - 1.0);
vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0); vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0);
gl_FragColor = vec4(intensity * color.rgb, color.a); gl_FragColor = vec4(intensity * color.rgb, color.a);
} }

View File

@@ -1,7 +1,11 @@
uniform mat4 View; uniform mat4 View;
uniform mat4 TransformMatrix; uniform mat4 TransformMatrix;
vec4 DecodeChannelMask(float x) varying vec4 TexCoord;
varying vec4 ChannelMask;
varying vec4 NormalsMask;
vec4 DecodeMask(float x)
{ {
if (x > 0.0) if (x > 0.0)
return (x > 0.5) ? vec4(1,0,0,0) : vec4(0,1,0,0); return (x > 0.5) ? vec4(1,0,0,0) : vec4(0,1,0,0);
@@ -12,7 +16,7 @@ vec4 DecodeChannelMask(float x)
void main() void main()
{ {
gl_Position = View*TransformMatrix*gl_Vertex; gl_Position = View*TransformMatrix*gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0; TexCoord = gl_MultiTexCoord0;
gl_TexCoord[1] = DecodeChannelMask(gl_MultiTexCoord0.z); ChannelMask = DecodeMask(gl_MultiTexCoord0.z);
gl_TexCoord[2] = DecodeChannelMask(gl_MultiTexCoord0.w); NormalsMask = DecodeMask(gl_MultiTexCoord0.w);
} }