Files
OpenRA/glsl/shp.frag

57 lines
1.1 KiB
GLSL

uniform sampler2D DiffuseTexture, Palette;
uniform bool EnableDepthPreview;
uniform float DepthTextureScale;
varying vec4 vTexCoord;
varying vec2 vTexMetadata;
varying vec4 vChannelMask;
varying vec4 vDepthMask;
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;
}
void main()
{
vec4 x = texture2D(DiffuseTexture, vTexCoord.st);
vec2 p = vec2(dot(x, vChannelMask), vTexMetadata.s);
vec4 c = texture2D(Palette, p);
// 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 = texture2D(DiffuseTexture, 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);
gl_FragColor = vec4(r, g, b, 1.0);
}
else
gl_FragColor = c;
}