#version 130 uniform sampler2D texture0; uniform sampler2D texture1; uniform sampler2D texture2; uniform sampler2D texture3; uniform bool lightMapEnabled; uniform vec2 lightMapSize; uniform sampler2D lightMap; uniform float lightMapMultiplier; in vec2 fragmentTextureCoordinate; flat in int fragmentTextureIndex; in vec4 fragmentColor; in float fragmentLightMapMultiplier; in vec2 fragmentLightMapCoordinate; out vec4 outColor; 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); } vec3 sampleLight(vec2 coord, vec2 scale) { //soften super bright lights a little const float threshold = 1.0; vec3 rgb = bicubicSample(lightMap, coord, scale).rgb; vec3 lower = min(rgb, threshold); vec3 upper = max(rgb, threshold) - threshold; return lower + (upper / (vec3(1.) + upper)); } void main() { vec4 texColor; if (fragmentTextureIndex == 3) texColor = texture2D(texture3, fragmentTextureCoordinate); else if (fragmentTextureIndex == 2) texColor = texture2D(texture2, fragmentTextureCoordinate); else if (fragmentTextureIndex == 1) texColor = texture2D(texture1, fragmentTextureCoordinate); else texColor = texture2D(texture0, fragmentTextureCoordinate); if (texColor.a <= 0.0) discard; vec4 finalColor = texColor * fragmentColor; float finalLightMapMultiplier = fragmentLightMapMultiplier * lightMapMultiplier; if (texColor.a == 0.99607843137) finalColor.a = fragmentColor.a; else if (lightMapEnabled && finalLightMapMultiplier > 0.0) finalColor.rgb *= sampleLight(fragmentLightMapCoordinate, 1.0 / lightMapSize) * finalLightMapMultiplier; outColor = finalColor; }