224 lines
6.3 KiB
GLSL
224 lines
6.3 KiB
GLSL
#version {VERSION}
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D Texture0;
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uniform sampler2D Texture1;
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uniform sampler2D Texture2;
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uniform sampler2D Texture3;
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uniform sampler2D Texture4;
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uniform sampler2D Texture5;
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uniform sampler2D Texture6;
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uniform sampler2D Texture7;
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uniform sampler2D Palette;
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uniform sampler2D ColorShifts;
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uniform bool EnableDepthPreview;
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uniform vec2 DepthPreviewParams;
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uniform float DepthTextureScale;
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uniform bool EnablePixelArtScaling;
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in vec4 vTexCoord;
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flat in float vTexPalette;
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flat in vec4 vChannelMask;
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flat in uint vChannelSampler;
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flat in uint vChannelType;
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flat in vec4 vDepthMask;
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flat in uint vDepthSampler;
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in vec4 vTint;
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out vec4 fragColor;
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vec3 rgb2hsv(vec3 c)
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{
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// From http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
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vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c)
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{
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// From http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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float srgb2linear(float c)
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{
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// Standard gamma conversion equation: see e.g. https://entropymine.com/imageworsener/srgbformula/
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return c <= 0.04045f ? c / 12.92f : pow((c + 0.055f) / 1.055f, 2.4f);
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}
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vec4 srgb2linear(vec4 c)
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{
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// The SRGB color has pre-multiplied alpha which we must undo before removing the the gamma correction
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return c.a * vec4(srgb2linear(c.r / c.a), srgb2linear(c.g / c.a), srgb2linear(c.b / c.a), 1.0f);
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}
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float linear2srgb(float c)
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{
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// Standard gamma conversion equation: see e.g. https://entropymine.com/imageworsener/srgbformula/
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return c <= 0.0031308 ? c * 12.92f : 1.055f * pow(c, 1.0f / 2.4f) - 0.055f;
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}
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vec4 linear2srgb(vec4 c)
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{
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// The linear color has pre-multiplied alpha which we must undo before applying the the gamma correction
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return c.a * vec4(linear2srgb(c.r / c.a), linear2srgb(c.g / c.a), linear2srgb(c.b / c.a), 1.0f);
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}
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vec2 Size(uint samplerIndex)
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{
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switch (samplerIndex)
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{
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case 7u:
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return vec2(textureSize(Texture7, 0));
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case 6u:
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return vec2(textureSize(Texture6, 0));
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case 5u:
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return vec2(textureSize(Texture5, 0));
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case 4u:
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return vec2(textureSize(Texture4, 0));
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case 3u:
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return vec2(textureSize(Texture3, 0));
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case 2u:
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return vec2(textureSize(Texture2, 0));
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case 1u:
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return vec2(textureSize(Texture1, 0));
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default:
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return vec2(textureSize(Texture0, 0));
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}
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}
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vec4 Sample(uint samplerIndex, vec2 pos)
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{
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switch (samplerIndex)
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{
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case 7u:
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return texture(Texture7, pos);
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case 6u:
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return texture(Texture6, pos);
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case 5u:
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return texture(Texture5, pos);
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case 4u:
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return texture(Texture4, pos);
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case 3u:
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return texture(Texture3, pos);
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case 2u:
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return texture(Texture2, pos);
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case 1u:
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return texture(Texture1, pos);
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default:
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return texture(Texture0, pos);
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}
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}
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vec4 SamplePalettedBilinear(uint samplerIndex, vec2 coords, vec2 textureSize)
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{
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vec2 texPos = (coords * textureSize) - vec2(0.5);
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vec2 interp = fract(texPos);
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vec2 tl = (floor(texPos) + vec2(0.5)) / textureSize;
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vec2 px = 1.0 / textureSize;
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vec4 x1 = Sample(samplerIndex, tl);
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vec4 x2 = Sample(samplerIndex, tl + vec2(px.x, 0.));
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vec4 x3 = Sample(samplerIndex, tl + vec2(0., px.y));
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vec4 x4 = Sample(samplerIndex, tl + px);
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vec4 c1 = texture(Palette, vec2(dot(x1, vChannelMask), vTexPalette));
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vec4 c2 = texture(Palette, vec2(dot(x2, vChannelMask), vTexPalette));
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vec4 c3 = texture(Palette, vec2(dot(x3, vChannelMask), vTexPalette));
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vec4 c4 = texture(Palette, vec2(dot(x4, vChannelMask), vTexPalette));
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return mix(mix(c1, c2, interp.x), mix(c3, c4, interp.x), interp.y);
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}
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vec4 ColorShift(vec4 c, float p)
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{
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vec4 range = texture(ColorShifts, vec2(0.25, p));
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vec4 shift = texture(ColorShifts, vec2(0.75, p));
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vec3 hsv = rgb2hsv(srgb2linear(c).rgb);
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if (hsv.r > range.r && range.g >= hsv.r)
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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));
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return c;
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}
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void main()
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{
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vec2 coords = vTexCoord.st;
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bool isPaletted = (vChannelType & 0x01u) != 0u;
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bool isColor = vChannelType == 0u;
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vec4 c;
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if (EnablePixelArtScaling)
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{
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vec2 textureSize = Size(vChannelSampler);
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vec2 vUv = coords.st * textureSize;
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vec2 offset = fract(vUv);
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vec2 pixelsPerTexel = vec2(1.0 / dFdx(vUv.x), 1.0 / dFdy(vUv.y));
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// Offset the sampling point to simulate bilinear intepolation in window coordinates instead of texture coordinates
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// https://csantosbh.wordpress.com/2014/01/25/manual-texture-filtering-for-pixelated-games-in-webgl/
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// https://csantosbh.wordpress.com/2014/02/05/automatically-detecting-the-texture-filter-threshold-for-pixelated-magnifications/
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// ik is defined as 1/k from the articles, set to 1/0.7 because it looks good
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float ik = 1.43;
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vec2 interp = clamp(offset * ik * pixelsPerTexel, 0.0, .5) + clamp((offset - 1.0) * ik * pixelsPerTexel + .5, 0.0, .5);
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coords = (floor(coords.st * textureSize) + interp) / textureSize;
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if (isPaletted)
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c = SamplePalettedBilinear(vChannelSampler, coords, textureSize);
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}
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if (!(EnablePixelArtScaling && isPaletted))
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{
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vec4 x = Sample(vChannelSampler, coords);
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vec2 p = vec2(dot(x, vChannelMask), vTexPalette);
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if (isPaletted)
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c = texture(Palette, p);
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else if (isColor)
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c = vTexCoord;
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else
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c = x;
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}
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// Discard any transparent fragments (both color and depth)
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if (c.a == 0.0)
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discard;
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if (!isPaletted && vTexPalette > 0.0)
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c = ColorShift(c, vTexPalette);
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float depth = gl_FragCoord.z;
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if (length(vDepthMask) > 0.0)
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{
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vec4 y = Sample(vDepthSampler, vTexCoord.pq);
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depth = depth + DepthTextureScale * dot(y, vDepthMask);
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}
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gl_FragDepth = depth;
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if (EnableDepthPreview)
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{
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float intensity = 1.0 - clamp(DepthPreviewParams.x * depth - 0.5 * DepthPreviewParams.x - DepthPreviewParams.y + 0.5, 0.0, 1.0);
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fragColor = vec4(vec3(intensity), 1.0);
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}
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else
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{
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// A negative tint alpha indicates that the tint should replace the colour instead of multiplying it
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if (vTint.a < 0.0)
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c = vec4(vTint.rgb, -vTint.a);
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else
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c *= vTint;
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fragColor = c;
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}
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}
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