- Add separate ImmutablePalette and MutablePalette classes since the distinction is extremely important to HardwarePalette. - Keep a cache of palettes in HardwarePalette to avoid reallocation them every time ApplyModifiers is called. - Palettes that are not allowed to be modified are copied to the buffer once when added, rather than every time ApplyModifiers is called. - The AdjustPalette method now takes a read-only dictionary to prevent the dictionary being messed with. - Added a constant for the palette size to remove its usage as a magic number in several areas. - The ColorPreviewManagerWidget is annoying in that it needs to actually permanently update a palette after it has been added. To allow this, HardwarePalette now allows a palette to be replaced after initialization. The WorldRenderer therefore now also updates the PaletteReference it created earlier with the new palette to prevent stale data being used elsewhere.
18 lines
560 B
GLSL
18 lines
560 B
GLSL
uniform sampler2D Palette, DiffuseTexture;
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uniform vec2 PaletteRows;
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uniform vec4 LightDirection;
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uniform vec3 AmbientLight, DiffuseLight;
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void main()
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{
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vec4 x = texture2D(DiffuseTexture, gl_TexCoord[0].st);
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vec4 color = texture2D(Palette, vec2(PaletteRows.x, dot(x, gl_TexCoord[1])));
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if (color.a < 0.01)
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discard;
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vec4 normal = (2.0 * texture2D(Palette, vec2(PaletteRows.y, dot(x, gl_TexCoord[2]))) - 1.0);
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vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0);
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gl_FragColor = vec4(intensity * color.rgb, color.a);
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}
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