50 lines
1.7 KiB
GLSL
50 lines
1.7 KiB
GLSL
#version 100
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// GLES port of engine/shaders/texture.frag - same logic, plus:
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// - an explicit precision declaration (required in GLES, invalid in
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// desktop GLSL).
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// - the discard at the end, replacing the fixed-function alpha test
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// (glAlphaFunc(GL_GEQUAL, 0.05f) on desktop - GLES has no fixed-function
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// pipeline at all, so this is done in the shader instead; see
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// android/engine-patches/03-android-opengl-es-render.patch's
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// init_opengl() change, which skips the desktop-only glAlphaFunc/
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// GL_ALPHA_TEST calls on Android).
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precision mediump float;
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// The texture alpha value has two separate functions in this shader:
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// - Pixels with a zero alpha value are transparent.
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// - Pixels with non-zero alpha are opaque, and the alpha value
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// defines a minimum light level.
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varying vec2 TexCoords;
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varying float Light;
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uniform sampler2D tex;
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uniform bool nightsight;
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uniform bool mutant;
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void main() {
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vec4 t = texture2D(tex, TexCoords);
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// Alpha values > 0.5 are emissive
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float alpha = t.a > 0.5 ? 1.0 : t.a * 2.0;
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if (nightsight) {
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// approximate the blue tint of palette colors 0xb0..0xbf
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float gray = 0.40 * t.r + 0.59 * t.g + 0.11 * t.b;
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float rg = 0.7 * gray;
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float b = 0.75 * gray + 0.1;
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gl_FragColor = vec4(rg, rg, b, (mutant ? 0.2 * alpha : alpha));
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} else {
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float emissive = t.a > 0.5 ? (t.a - 0.5) * 2.0 : 0.0;
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float light = max(Light * Light, emissive);
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if (mutant)
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gl_FragColor = vec4(0.5 * t.r * light, 0.5 * t.r * light, 0.5 * t.r * light, 0.2 * alpha);
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else
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gl_FragColor = vec4(t.r * light, t.g * light, t.b * light, alpha);
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}
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if (gl_FragColor.a < 0.05)
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discard;
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}
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