6832c10ed5
some unrelated directives thing too
75 lines
2.4 KiB
GLSL
75 lines
2.4 KiB
GLSL
#version 110
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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uniform sampler2D texture3;
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uniform bool lightMapEnabled;
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uniform vec2 lightMapSize;
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uniform sampler2D lightMap;
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uniform float lightMapMultiplier;
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varying vec2 fragmentTextureCoordinate;
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varying float fragmentTextureIndex;
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varying vec4 fragmentColor;
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varying float fragmentLightMapMultiplier;
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varying vec2 fragmentLightMapCoordinate;
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vec4 cubic(float v) {
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vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
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vec4 s = n * n * n;
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float x = s.x;
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float y = s.y - 4.0 * s.x;
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float z = s.z - 4.0 * s.y + 6.0 * s.x;
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float w = 6.0 - x - y - z;
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return vec4(x, y, z, w);
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}
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vec4 bicubicSample(sampler2D texture, vec2 texcoord, vec2 texscale) {
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texcoord = texcoord - vec2(0.5, 0.5);
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float fx = fract(texcoord.x);
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float fy = fract(texcoord.y);
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texcoord.x -= fx;
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texcoord.y -= fy;
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vec4 xcubic = cubic(fx);
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vec4 ycubic = cubic(fy);
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vec4 c = vec4(texcoord.x - 0.5, texcoord.x + 1.5, texcoord.y - 0.5, texcoord.y + 1.5);
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vec4 s = vec4(xcubic.x + xcubic.y, xcubic.z + xcubic.w, ycubic.x + ycubic.y, ycubic.z + ycubic.w);
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vec4 offset = c + vec4(xcubic.y, xcubic.w, ycubic.y, ycubic.w) / s;
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vec4 sample0 = texture2D(texture, vec2(offset.x, offset.z) * texscale);
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vec4 sample1 = texture2D(texture, vec2(offset.y, offset.z) * texscale);
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vec4 sample2 = texture2D(texture, vec2(offset.x, offset.w) * texscale);
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vec4 sample3 = texture2D(texture, vec2(offset.y, offset.w) * texscale);
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float sx = s.x / (s.x + s.y);
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float sy = s.z / (s.z + s.w);
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return mix(
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mix(sample3, sample2, sx),
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mix(sample1, sample0, sx), sy);
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}
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void main() {
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vec4 texColor;
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if (fragmentTextureIndex > 2.9) {
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texColor = texture2D(texture3, fragmentTextureCoordinate);
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} else if (fragmentTextureIndex > 1.9) {
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texColor = texture2D(texture2, fragmentTextureCoordinate);
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} else if (fragmentTextureIndex > 0.9) {
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texColor = texture2D(texture1, fragmentTextureCoordinate);
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} else {
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texColor = texture2D(texture0, fragmentTextureCoordinate);
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}
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if (texColor.a <= 0.0)
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discard;
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vec4 finalColor = texColor * fragmentColor;
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float finalLightMapMultiplier = fragmentLightMapMultiplier * lightMapMultiplier;
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if (lightMapEnabled && finalLightMapMultiplier > 0.0)
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finalColor.rgb *= bicubicSample(lightMap, fragmentLightMapCoordinate, 1.0 / lightMapSize).rgb * finalLightMapMultiplier;
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gl_FragColor = finalColor;
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} |