#version {VERSION} #ifdef GL_ES precision mediump float; #endif uniform sampler2D Texture0; uniform sampler2D Texture1; uniform sampler2D Texture2; uniform sampler2D Texture3; uniform sampler2D Texture4; uniform sampler2D Texture5; uniform sampler2D Texture6; uniform sampler2D Texture7; uniform sampler2D Palette; uniform sampler2D ColorShifts; uniform bool EnableDepthPreview; uniform vec2 DepthPreviewParams; uniform float DepthTextureScale; uniform float AntialiasPixelsPerTexel; #if __VERSION__ == 120 varying vec4 vTexCoord; varying vec2 vTexMetadata; varying vec4 vChannelMask; varying vec4 vDepthMask; varying vec2 vTexSampler; varying vec4 vColorFraction; varying vec4 vRGBAFraction; varying vec4 vPalettedFraction; varying vec4 vTint; uniform vec2 Texture0Size; uniform vec2 Texture1Size; uniform vec2 Texture2Size; uniform vec2 Texture3Size; uniform vec2 Texture4Size; uniform vec2 Texture5Size; uniform vec2 Texture6Size; uniform vec2 Texture7Size; #else in vec4 vColor; in vec4 vTexCoord; in vec2 vTexMetadata; in vec4 vChannelMask; in vec4 vDepthMask; in vec2 vTexSampler; in vec4 vColorFraction; in vec4 vRGBAFraction; in vec4 vPalettedFraction; in vec4 vTint; out vec4 fragColor; #endif vec3 rgb2hsv(vec3 c) { // From http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy); vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { // From http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } float srgb2linear(float c) { // Standard gamma conversion equation: see e.g. http://entropymine.com/imageworsener/srgbformula/ return c <= 0.04045f ? c / 12.92f : pow((c + 0.055f) / 1.055f, 2.4f); } vec4 srgb2linear(vec4 c) { // The SRGB color has pre-multiplied alpha which we must undo before removing the the gamma correction return c.a * vec4(srgb2linear(c.r / c.a), srgb2linear(c.g / c.a), srgb2linear(c.b / c.a), 1.0f); } float linear2srgb(float c) { // Standard gamma conversion equation: see e.g. http://entropymine.com/imageworsener/srgbformula/ return c <= 0.0031308 ? c * 12.92f : 1.055f * pow(c, 1.0f / 2.4f) - 0.055f; } vec4 linear2srgb(vec4 c) { // The linear color has pre-multiplied alpha which we must undo before applying the the gamma correction return c.a * vec4(linear2srgb(c.r / c.a), linear2srgb(c.g / c.a), linear2srgb(c.b / c.a), 1.0f); } #if __VERSION__ == 120 vec2 Size(float samplerIndex) { if (samplerIndex < 0.5) return Texture0Size; else if (samplerIndex < 1.5) return Texture1Size; else if (samplerIndex < 2.5) return Texture2Size; else if (samplerIndex < 3.5) return Texture3Size; else if (samplerIndex < 4.5) return Texture4Size; else if (samplerIndex < 5.5) return Texture5Size; else if (samplerIndex < 6.5) return Texture6Size; return Texture7Size; } vec4 Sample(float samplerIndex, vec2 pos) { if (samplerIndex < 0.5) return texture2D(Texture0, pos); else if (samplerIndex < 1.5) return texture2D(Texture1, pos); else if (samplerIndex < 2.5) return texture2D(Texture2, pos); else if (samplerIndex < 3.5) return texture2D(Texture3, pos); else if (samplerIndex < 4.5) return texture2D(Texture4, pos); else if (samplerIndex < 5.5) return texture2D(Texture5, pos); else if (samplerIndex < 6.5) return texture2D(Texture6, pos); return texture2D(Texture7, pos); } #else ivec2 Size(float samplerIndex) { if (samplerIndex < 0.5) return textureSize(Texture0, 0); else if (samplerIndex < 1.5) return textureSize(Texture1, 0); else if (samplerIndex < 2.5) return textureSize(Texture2, 0); else if (samplerIndex < 3.5) return textureSize(Texture3, 0); else if (samplerIndex < 4.5) return textureSize(Texture4, 0); else if (samplerIndex < 5.5) return textureSize(Texture5, 0); else if (samplerIndex < 6.5) return textureSize(Texture6, 0); return textureSize(Texture7, 0); } vec4 Sample(float samplerIndex, vec2 pos) { if (samplerIndex < 0.5) return texture(Texture0, pos); else if (samplerIndex < 1.5) return texture(Texture1, pos); else if (samplerIndex < 2.5) return texture(Texture2, pos); else if (samplerIndex < 3.5) return texture(Texture3, pos); else if (samplerIndex < 4.5) return texture(Texture4, pos); else if (samplerIndex < 5.5) return texture(Texture5, pos); else if (samplerIndex < 6.5) return texture(Texture6, pos); return texture(Texture7, pos); } #endif vec4 SamplePalettedBilinear(float samplerIndex, vec2 coords, vec2 textureSize) { vec2 texPos = (coords * textureSize) - vec2(0.5); vec2 interp = fract(texPos); vec2 tl = (floor(texPos) + vec2(0.5)) / textureSize; vec2 px = 1.0 / textureSize; vec4 x1 = Sample(samplerIndex, tl); vec4 x2 = Sample(samplerIndex, tl + vec2(px.x, 0.)); vec4 x3 = Sample(samplerIndex, tl + vec2(0., px.y)); vec4 x4 = Sample(samplerIndex, tl + px); #if __VERSION__ == 120 vec4 c1 = texture2D(Palette, vec2(dot(x1, vChannelMask), vTexMetadata.s)); vec4 c2 = texture2D(Palette, vec2(dot(x2, vChannelMask), vTexMetadata.s)); vec4 c3 = texture2D(Palette, vec2(dot(x3, vChannelMask), vTexMetadata.s)); vec4 c4 = texture2D(Palette, vec2(dot(x4, vChannelMask), vTexMetadata.s)); #else vec4 c1 = texture(Palette, vec2(dot(x1, vChannelMask), vTexMetadata.s)); vec4 c2 = texture(Palette, vec2(dot(x2, vChannelMask), vTexMetadata.s)); vec4 c3 = texture(Palette, vec2(dot(x3, vChannelMask), vTexMetadata.s)); vec4 c4 = texture(Palette, vec2(dot(x4, vChannelMask), vTexMetadata.s)); #endif return mix(mix(c1, c2, interp.x), mix(c3, c4, interp.x), interp.y); } vec4 ColorShift(vec4 c, float p) { #if __VERSION__ == 120 vec4 shift = texture2D(ColorShifts, vec2(0.5, p)); #else vec4 shift = texture(ColorShifts, vec2(0.5, p)); #endif vec3 hsv = rgb2hsv(srgb2linear(c).rgb); if (hsv.r >= shift.b && shift.a >= hsv.r) c = linear2srgb(vec4(hsv2rgb(vec3(hsv.r + shift.r, clamp(hsv.g + shift.g, 0.0, 1.0), hsv.b)), c.a)); return c; } void main() { vec2 coords = vTexCoord.st; vec4 c; if (AntialiasPixelsPerTexel > 0.0) { vec2 textureSize = vec2(Size(vTexSampler.s)); vec2 offset = fract(coords.st * textureSize); // Offset the sampling point to simulate bilinear intepolation in window coordinates instead of texture coordinates // https://csantosbh.wordpress.com/2014/01/25/manual-texture-filtering-for-pixelated-games-in-webgl/ // https://csantosbh.wordpress.com/2014/02/05/automatically-detecting-the-texture-filter-threshold-for-pixelated-magnifications/ // ik is defined as 1/k from the articles, set to 1/0.7 because it looks good float ik = 1.43; vec2 interp = clamp(offset * ik * AntialiasPixelsPerTexel, 0.0, .5) + clamp((offset - 1.0) * ik * AntialiasPixelsPerTexel + .5, 0.0, .5); coords = (floor(coords.st * textureSize) + interp) / textureSize; if (vPalettedFraction.x > 0.0) c = SamplePalettedBilinear(vTexSampler.s, coords, textureSize); } if (!(AntialiasPixelsPerTexel > 0.0 && vPalettedFraction.x > 0.0)) { vec4 x = Sample(vTexSampler.s, coords); vec2 p = vec2(dot(x, vChannelMask), vTexMetadata.s); #if __VERSION__ == 120 c = vPalettedFraction * texture2D(Palette, p) + vRGBAFraction * x + vColorFraction * vTexCoord; #else c = vPalettedFraction * texture(Palette, p) + vRGBAFraction * x + vColorFraction * vTexCoord; #endif } // Discard any transparent fragments (both color and depth) if (c.a == 0.0) discard; if (vRGBAFraction.r > 0.0 && vTexMetadata.s > 0.0) c = ColorShift(c, vTexMetadata.s); float depth = gl_FragCoord.z; if (length(vDepthMask) > 0.0) { vec4 y = Sample(vTexSampler.t, vTexCoord.pq); depth = depth + DepthTextureScale * dot(y, vDepthMask); } gl_FragDepth = depth; if (EnableDepthPreview) { float intensity = 1.0 - clamp(DepthPreviewParams.x * depth - 0.5 * DepthPreviewParams.x - DepthPreviewParams.y + 0.5, 0.0, 1.0); #if __VERSION__ == 120 gl_FragColor = vec4(vec3(intensity), 1.0); #else fragColor = vec4(vec3(intensity), 1.0); #endif } else { // A negative tint alpha indicates that the tint should replace the colour instead of multiplying it if (vTint.a < 0.0) c = vec4(vTint.rgb, -vTint.a); else c *= vTint; #if __VERSION__ == 120 gl_FragColor = c; #else fragColor = c; #endif } }