Restore legacy OpenGL 2.1 support.

This commit is contained in:
Paul Chote
2020-04-22 00:13:23 +01:00
committed by abcdefg30
parent 839be24053
commit dac1f270ce
10 changed files with 224 additions and 39 deletions

View File

@@ -9,13 +9,30 @@ uniform vec2 PaletteRows;
uniform vec4 LightDirection;
uniform vec3 AmbientLight, DiffuseLight;
#if __VERSION__ == 120
varying vec4 vTexCoord;
varying vec4 vChannelMask;
varying vec4 vNormalsMask;
#else
in vec4 vTexCoord;
in vec4 vChannelMask;
in vec4 vNormalsMask;
out vec4 fragColor;
#endif
void main()
{
#if __VERSION__ == 120
vec4 x = texture2D(DiffuseTexture, vTexCoord.st);
vec4 color = texture2D(Palette, vec2(dot(x, vChannelMask), PaletteRows.x));
if (color.a < 0.01)
discard;
vec4 y = texture2D(DiffuseTexture, vTexCoord.pq);
vec4 normal = (2.0 * texture2D(Palette, vec2(dot(y, vNormalsMask), PaletteRows.y)) - 1.0);
vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0);
gl_FragColor = vec4(intensity * color.rgb, color.a);
#else
vec4 x = texture(DiffuseTexture, vTexCoord.st);
vec4 color = texture(Palette, vec2(dot(x, vChannelMask), PaletteRows.x));
if (color.a < 0.01)
@@ -25,4 +42,5 @@ void main()
vec4 normal = (2.0 * texture(Palette, vec2(dot(y, vNormalsMask), PaletteRows.y)) - 1.0);
vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0);
fragColor = vec4(intensity * color.rgb, color.a);
#endif
}