#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 Palette; uniform bool EnableDepthPreview; 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; #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 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; } #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; return Texture6Size; } 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); return texture2D(Texture6, 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); return textureSize(Texture6, 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); return texture(Texture6, 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); } 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; 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); #if __VERSION__ == 120 gl_FragColor = vec4(r, g, b, 1.0); #else fragColor = vec4(r, g, b, 1.0); #endif } else #if __VERSION__ == 120 gl_FragColor = c * vTint; #else fragColor = c * vTint; #endif }