Files
OpenRA/glsl/combined.frag
Paul Chote 95c5c683e3 Limit samplers to 8 in combined.frag.
The additional palette sampler wasn't accounted
for in the original PR.
2018-11-01 14:38:57 +01:00

87 lines
2.0 KiB
GLSL

uniform sampler2D Texture0;
uniform sampler2D Texture1;
uniform sampler2D Texture2;
uniform sampler2D Texture3;
uniform sampler2D Texture4;
uniform sampler2D Texture5;
uniform sampler2D Texture6;
uniform sampler2D Palette;
uniform bool EnableDepthPreview;
uniform float DepthTextureScale;
varying vec4 vTexCoord;
varying vec2 vTexMetadata;
varying vec4 vChannelMask;
varying vec4 vDepthMask;
varying vec2 vTexSampler;
varying vec4 vColorFraction;
varying vec4 vRGBAFraction;
varying vec4 vPalettedFraction;
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;
}
vec4 Sample(float samplerIndex, vec2 pos)
{
if (samplerIndex < 0.5)
return texture2D(Texture0, pos);
else if (samplerIndex < 1.5)
return texture2D(Texture1, pos);
else if (samplerIndex < 2.5)
return texture2D(Texture2, pos);
else if (samplerIndex < 3.5)
return texture2D(Texture3, pos);
else if (samplerIndex < 4.5)
return texture2D(Texture4, pos);
else if (samplerIndex < 5.5)
return texture2D(Texture5, pos);
return texture2D(Texture6, pos);
}
void main()
{
vec4 x = Sample(vTexSampler.s, vTexCoord.st);
vec2 p = vec2(dot(x, vChannelMask), vTexMetadata.s);
vec4 c = vPalettedFraction * texture2D(Palette, p) + vRGBAFraction * x + vColorFraction * vTexCoord;
// 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 = Sample(vTexSampler.t, 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;
}