#version {VERSION} #ifdef GL_ES precision mediump float; #endif in vec4 vColor; uniform sampler2D Texture0; uniform sampler2D Texture1; uniform sampler2D Texture2; uniform sampler2D Texture3; uniform sampler2D Texture4; uniform sampler2D Texture5; uniform sampler2D Texture6; uniform sampler2D Palette; uniform bool EnableDepthPreview; uniform float DepthTextureScale; in vec4 vTexCoord; in vec2 vTexMetadata; in vec4 vChannelMask; in vec4 vDepthMask; in vec2 vTexSampler; in vec4 vColorFraction; in vec4 vRGBAFraction; in vec4 vPalettedFraction; out vec4 fragColor; float jet_r(float x) { return x < 0.7 ? 4.0 * x - 1.5 : -4.0 * x + 4.5; } float jet_g(float x) { return x < 0.5 ? 4.0 * x - 0.5 : -4.0 * x + 3.5; } float jet_b(float x) { return x < 0.3 ? 4.0 * x + 0.5 : -4.0 * x + 2.5; } 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); return texture(Texture6, pos); } void main() { vec4 x = Sample(vTexSampler.s, vTexCoord.st); vec2 p = vec2(dot(x, vChannelMask), vTexMetadata.s); vec4 c = vPalettedFraction * texture(Palette, p) + vRGBAFraction * x + vColorFraction * vTexCoord; // Discard any transparent fragments (both color and depth) if (c.a == 0.0) discard; float depth = gl_FragCoord.z; if (length(vDepthMask) > 0.0) { vec4 y = Sample(vTexSampler.t, vTexCoord.pq); depth = depth + DepthTextureScale * dot(y, vDepthMask); } // Convert to window coords gl_FragDepth = 0.5 * depth + 0.5; if (EnableDepthPreview) { float x = 1.0 - gl_FragDepth; float r = clamp(jet_r(x), 0.0, 1.0); float g = clamp(jet_g(x), 0.0, 1.0); float b = clamp(jet_b(x), 0.0, 1.0); fragColor = vec4(r, g, b, 1.0); } else fragColor = c; }