57 lines
1.1 KiB
GLSL
57 lines
1.1 KiB
GLSL
uniform sampler2D DiffuseTexture, Palette;
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uniform bool EnableDepthPreview;
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uniform float DepthTextureScale;
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varying vec4 vTexCoord;
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varying vec2 vTexMetadata;
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varying vec4 vChannelMask;
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varying vec4 vDepthMask;
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float jet_r(float x)
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{
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return x < 0.7 ? 4.0 * x - 1.5 : -4.0 * x + 4.5;
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}
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float jet_g(float x)
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{
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return x < 0.5 ? 4.0 * x - 0.5 : -4.0 * x + 3.5;
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}
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float jet_b(float x)
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{
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return x < 0.3 ? 4.0 * x + 0.5 : -4.0 * x + 2.5;
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}
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void main()
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{
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vec4 x = texture2D(DiffuseTexture, vTexCoord.st);
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vec2 p = vec2(dot(x, vChannelMask), vTexMetadata.s);
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vec4 c = texture2D(Palette, p);
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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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float depth = gl_FragCoord.z;
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if (length(vDepthMask) > 0.0)
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{
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vec4 y = texture2D(DiffuseTexture, vTexCoord.pq);
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depth = depth + DepthTextureScale * dot(y, vDepthMask);
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}
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// Convert to window coords
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gl_FragDepth = 0.5 * depth + 0.5;
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if (EnableDepthPreview)
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{
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float x = 1.0 - gl_FragDepth;
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float r = clamp(jet_r(x), 0.0, 1.0);
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float g = clamp(jet_g(x), 0.0, 1.0);
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float b = clamp(jet_b(x), 0.0, 1.0);
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gl_FragColor = vec4(r, g, b, 1.0);
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}
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else
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gl_FragColor = c;
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}
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