#version {VERSION} uniform vec3 Scroll; uniform vec3 r1, r2; #if __VERSION__ == 120 attribute vec4 aVertexPosition; attribute vec4 aVertexTexCoord; attribute vec2 aVertexTexMetadata; attribute vec3 aVertexTint; 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; #else in vec4 aVertexPosition; in vec4 aVertexTexCoord; in vec2 aVertexTexMetadata; in vec3 aVertexTint; out vec4 vTexCoord; out vec2 vTexMetadata; out vec4 vChannelMask; out vec4 vDepthMask; out vec2 vTexSampler; out vec4 vColorFraction; out vec4 vRGBAFraction; out vec4 vPalettedFraction; out vec4 vTint; #endif vec4 UnpackChannelAttributes(float x) { // The channel attributes float encodes a set of attributes // stored as flags in the mantissa of the unnormalized float value. // Bits 9-11 define the sampler index (0-7) that the secondary texture is bound to // Bits 6-8 define the sampler index (0-7) that the primary texture is bound to // Bits 3-5 define the behaviour of the secondary texture channel: // 000: Channel is not used // 001, 011, 101, 111: Sample depth sprite from channel R,G,B,A // Bits 0-2 define the behaviour of the primary texture channel: // 000: Channel is not used (aVertexTexCoord instead defines a color value) // 010: Sample RGBA sprite from all four channels // 001, 011, 101, 111: Sample paletted sprite from channel R,G,B,A float secondarySampler = 0.0; if (x >= 2048.0) { x -= 2048.0; secondarySampler += 4.0; } if (x >= 1024.0) { x -= 1024.0; secondarySampler += 2.0; } if (x >= 512.0) { x -= 512.0; secondarySampler += 1.0; } float primarySampler = 0.0; if (x >= 256.0) { x -= 256.0; primarySampler += 4.0; } if (x >= 128.0) { x -= 128.0; primarySampler += 2.0; } if (x >= 64.0) { x -= 64.0; primarySampler += 1.0; } float secondaryChannel = 0.0; if (x >= 32.0) { x -= 32.0; secondaryChannel += 4.0; } if (x >= 16.0) { x -= 16.0; secondaryChannel += 2.0; } if (x >= 8.0) { x -= 8.0; secondaryChannel += 1.0; } float primaryChannel = 0.0; if (x >= 4.0) { x -= 4.0; primaryChannel += 4.0; } if (x >= 2.0) { x -= 2.0; primaryChannel += 2.0; } if (x >= 1.0) { x -= 1.0; primaryChannel += 1.0; } return vec4(primaryChannel, secondaryChannel, primarySampler, secondarySampler); } vec4 SelectChannelMask(float x) { if (x >= 7.0) return vec4(0,0,0,1); if (x >= 5.0) return vec4(0,0,1,0); if (x >= 3.0) return vec4(0,1,0,0); if (x >= 2.0) return vec4(1,1,1,1); if (x >= 1.0) return vec4(1,0,0,0); return vec4(0, 0, 0, 0); } vec4 SelectColorFraction(float x) { if (x > 0.0) return vec4(0, 0, 0, 0); return vec4(1, 1, 1, 1); } vec4 SelectRGBAFraction(float x) { if (x == 2.0) return vec4(1, 1, 1, 1); return vec4(0, 0, 0, 0); } vec4 SelectPalettedFraction(float x) { if (x == 0.0 || x == 2.0) return vec4(0, 0, 0, 0); return vec4(1, 1, 1, 1); } void main() { gl_Position = vec4((aVertexPosition.xyz - Scroll.xyz) * r1 + r2, 1); vTexCoord = aVertexTexCoord; vTexMetadata = aVertexTexMetadata; vec4 attrib = UnpackChannelAttributes(aVertexTexMetadata.t); vChannelMask = SelectChannelMask(attrib.s); vColorFraction = SelectColorFraction(attrib.s); vRGBAFraction = SelectRGBAFraction(attrib.s); vPalettedFraction = SelectPalettedFraction(attrib.s); vDepthMask = SelectChannelMask(attrib.t); vTexSampler = attrib.pq; vTint = vec4(aVertexTint, 1.0); }