osb/assets/opensb/rendering/opengl20.frag

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#version 110
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform sampler2D texture3;
uniform bool lightMapEnabled;
uniform vec2 lightMapSize;
uniform sampler2D lightMap;
uniform float lightMapMultiplier;
varying vec2 fragmentTextureCoordinate;
varying float fragmentTextureIndex;
varying vec4 fragmentColor;
varying float fragmentLightMapMultiplier;
varying vec2 fragmentLightMapCoordinate;
vec4 cubic(float v) {
vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
vec4 s = n * n * n;
float x = s.x;
float y = s.y - 4.0 * s.x;
float z = s.z - 4.0 * s.y + 6.0 * s.x;
float w = 6.0 - x - y - z;
return vec4(x, y, z, w);
}
vec4 bicubicSample(sampler2D texture, vec2 texcoord, vec2 texscale) {
texcoord = texcoord - vec2(0.5, 0.5);
float fx = fract(texcoord.x);
float fy = fract(texcoord.y);
texcoord.x -= fx;
texcoord.y -= fy;
vec4 xcubic = cubic(fx);
vec4 ycubic = cubic(fy);
vec4 c = vec4(texcoord.x - 0.5, texcoord.x + 1.5, texcoord.y - 0.5, texcoord.y + 1.5);
vec4 s = vec4(xcubic.x + xcubic.y, xcubic.z + xcubic.w, ycubic.x + ycubic.y, ycubic.z + ycubic.w);
vec4 offset = c + vec4(xcubic.y, xcubic.w, ycubic.y, ycubic.w) / s;
vec4 sample0 = texture2D(texture, vec2(offset.x, offset.z) * texscale);
vec4 sample1 = texture2D(texture, vec2(offset.y, offset.z) * texscale);
vec4 sample2 = texture2D(texture, vec2(offset.x, offset.w) * texscale);
vec4 sample3 = texture2D(texture, vec2(offset.y, offset.w) * texscale);
float sx = s.x / (s.x + s.y);
float sy = s.z / (s.z + s.w);
return mix(
mix(sample3, sample2, sx),
mix(sample1, sample0, sx), sy);
}
void main() {
vec4 texColor;
if (fragmentTextureIndex > 2.9) {
texColor = texture2D(texture3, fragmentTextureCoordinate);
} else if (fragmentTextureIndex > 1.9) {
texColor = texture2D(texture2, fragmentTextureCoordinate);
} else if (fragmentTextureIndex > 0.9) {
texColor = texture2D(texture1, fragmentTextureCoordinate);
} else {
texColor = texture2D(texture0, fragmentTextureCoordinate);
}
if (texColor.a <= 0.0)
discard;
vec4 finalColor = texColor * fragmentColor;
float finalLightMapMultiplier = fragmentLightMapMultiplier * lightMapMultiplier;
if (lightMapEnabled && finalLightMapMultiplier > 0.0)
finalColor.rgb *= bicubicSample(lightMap, fragmentLightMapCoordinate, 1.0 / lightMapSize).rgb * finalLightMapMultiplier;
gl_FragColor = finalColor;
}