90 lines
2.0 KiB
GLSL
90 lines
2.0 KiB
GLSL
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 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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varying vec2 vTexSampler;
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varying vec4 vColorFraction;
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varying vec4 vRGBAFraction;
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varying vec4 vPalettedFraction;
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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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vec4 Sample(float samplerIndex, vec2 pos)
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{
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if (samplerIndex < 1.0)
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return texture2D(Texture0, pos);
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else if (samplerIndex < 2.0)
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return texture2D(Texture1, pos);
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else if (samplerIndex < 3.0)
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return texture2D(Texture2, pos);
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else if (samplerIndex < 4.0)
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return texture2D(Texture3, pos);
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else if (samplerIndex < 5.0)
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return texture2D(Texture4, pos);
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else if (samplerIndex < 6.0)
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return texture2D(Texture5, pos);
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else if (samplerIndex < 7.0)
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return texture2D(Texture6, pos);
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return texture2D(Texture7, pos);
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}
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void main()
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{
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vec4 x = Sample(vTexSampler.s, vTexCoord.st);
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vec2 p = vec2(dot(x, vChannelMask), vTexMetadata.s);
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vec4 c = vPalettedFraction * texture2D(Palette, p) + vRGBAFraction * x + vColorFraction * vTexCoord;
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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 = Sample(vTexSampler.t, 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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