#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; in vec4 vTexCoord; flat in float vTexPalette; flat in vec4 vChannelMask; flat in uint vChannelSampler; flat in uint vChannelType; flat in vec4 vDepthMask; flat in uint vDepthSampler; in vec4 vTint; out vec4 fragColor; 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. https://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. https://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); } ivec2 Size(uint samplerIndex) { switch (samplerIndex) { case 7u: return textureSize(Texture7, 0); case 6u: return textureSize(Texture6, 0); case 5u: return textureSize(Texture5, 0); case 4u: return textureSize(Texture4, 0); case 3u: return textureSize(Texture3, 0); case 2u: return textureSize(Texture2, 0); case 1u: return textureSize(Texture1, 0); default: return textureSize(Texture0, 0); } } vec4 Sample(uint samplerIndex, vec2 pos) { switch (samplerIndex) { case 7u: return texture(Texture7, pos); case 6u: return texture(Texture6, pos); case 5u: return texture(Texture5, pos); case 4u: return texture(Texture4, pos); case 3u: return texture(Texture3, pos); case 2u: return texture(Texture2, pos); case 1u: return texture(Texture1, pos); default: return texture(Texture0, pos); } } vec4 SamplePalettedBilinear(uint 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); vec4 c1 = texture(Palette, vec2(dot(x1, vChannelMask), vTexPalette)); vec4 c2 = texture(Palette, vec2(dot(x2, vChannelMask), vTexPalette)); vec4 c3 = texture(Palette, vec2(dot(x3, vChannelMask), vTexPalette)); vec4 c4 = texture(Palette, vec2(dot(x4, vChannelMask), vTexPalette)); return mix(mix(c1, c2, interp.x), mix(c3, c4, interp.x), interp.y); } vec4 ColorShift(vec4 c, float p) { vec4 range = texture(ColorShifts, vec2(0.25, p)); vec4 shift = texture(ColorShifts, vec2(0.75, p)); vec3 hsv = rgb2hsv(srgb2linear(c).rgb); if (hsv.r > range.r && range.g >= hsv.r) c = linear2srgb(vec4(hsv2rgb(vec3(hsv.r + shift.r, clamp(hsv.g + shift.g, 0.0, 1.0), hsv.b * clamp(shift.b, 0.0, 1.0))), c.a)); return c; } void main() { vec2 coords = vTexCoord.st; bool isPaletted = (vChannelType & 0x01u) != 0u; bool isColor = vChannelType == 0u; vec4 c; if (AntialiasPixelsPerTexel > 0.0) { vec2 textureSize = vec2(Size(vChannelSampler)); 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 (isPaletted) c = SamplePalettedBilinear(vChannelSampler, coords, textureSize); } if (!(AntialiasPixelsPerTexel > 0.0 && isPaletted)) { vec4 x = Sample(vChannelSampler, coords); vec2 p = vec2(dot(x, vChannelMask), vTexPalette); if (isPaletted) c = texture(Palette, p); else if (isColor) c = vTexCoord; else c = x; } // Discard any transparent fragments (both color and depth) if (c.a == 0.0) discard; if (!isPaletted && vTexPalette > 0.0) c = ColorShift(c, vTexPalette); float depth = gl_FragCoord.z; if (length(vDepthMask) > 0.0) { vec4 y = Sample(vDepthSampler, 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); fragColor = vec4(vec3(intensity), 1.0); } 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; fragColor = c; } }