Files
OpenRA/glsl/shp.vert
2018-06-04 23:33:57 +02:00

70 lines
1.9 KiB
GLSL

uniform vec3 Scroll;
uniform vec3 r1, r2;
attribute vec4 aVertexPosition;
attribute vec4 aVertexTexCoord;
attribute vec2 aVertexTexMetadata;
varying vec4 vTexCoord;
varying vec2 vTexMetadata;
varying vec4 vChannelMask;
varying vec4 vDepthMask;
varying vec4 vColorFraction;
vec2 UnpackChannelAttributes(float x)
{
// The channel attributes float encodes a set of attributes
// stored as flags in the mantissa of the unnormalized float value.
// Bits 3-5 define the behaviour of the secondary texture channel:
// 000: Channel is not used
// 001, 011, 101, 111: Sample depth sprite from channel R,G,B,A
// Bits 0-2 define the behaviour of the primary texture channel:
// 000: Channel is not used (aVertexTexCoord instead defines a color value)
// 001, 011, 101, 111: Sample paletted sprite from channel R,G,B,A
float secondaryChannel = 0.0;
if (x >= 32.0) { x -= 32.0; secondaryChannel += 4.0; }
if (x >= 16.0) { x -= 16.0; secondaryChannel += 2.0; }
if (x >= 8.0) { x -= 8.0; secondaryChannel += 1.0; }
float primaryChannel = 0.0;
if (x >= 4.0) { x -= 4.0; primaryChannel += 4.0; }
if (x >= 2.0) { x -= 2.0; primaryChannel += 2.0; }
if (x >= 1.0) { x -= 1.0; primaryChannel += 1.0; }
return vec2(primaryChannel, secondaryChannel);
}
vec4 SelectChannelMask(float x)
{
if (x >= 7.0)
return vec4(0,0,0,1);
if (x >= 5.0)
return vec4(0,0,1,0);
if (x >= 3.0)
return vec4(0,1,0,0);
if (x >= 1.0)
return vec4(1,0,0,0);
return vec4(0, 0, 0, 0);
}
vec4 SelectColorFraction(float x)
{
if (x > 0.0)
return vec4(0, 0, 0, 0);
else
return vec4(1, 1, 1, 1);
}
void main()
{
gl_Position = vec4((aVertexPosition.xyz - Scroll.xyz) * r1 + r2, 1);
vTexCoord = aVertexTexCoord;
vTexMetadata = aVertexTexMetadata;
vec2 attrib = UnpackChannelAttributes(aVertexTexMetadata.t);
vChannelMask = SelectChannelMask(attrib.s);
vColorFraction = SelectColorFraction(attrib.s);
vDepthMask = SelectChannelMask(attrib.t);
}