Switch-Toolbox/Toolbox/Shader/Layout/Bflyt.frag

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#version 330
uniform vec4 blackColor;
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uniform vec4 whiteColor;
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uniform int debugShading;
uniform int numTextureMaps;
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uniform sampler2D textures0;
uniform sampler2D textures1;
uniform sampler2D textures2;
uniform int hasTexture0;
uniform int hasTexture1;
uniform int hasTexture2;
uniform int tevStage0RGB;
uniform int tevStage1RGB;
uniform int tevStage2RGB;
uniform int tevStage3RGB;
uniform int tevStage4RGB;
uniform int tevStage5RGB;
uniform int tevStage0A;
uniform int tevStage1A;
uniform int tevStage2A;
uniform int tevStage3A;
uniform int tevStage4A;
uniform int tevStage5A;
uniform int tevTexMode;
uniform int ThresholdingAlphaInterpolation;
uniform int numTevStages;
uniform vec4 IndirectMat0;
uniform vec4 IndirectMat1;
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uniform sampler2D uvTestPattern;
in vec4 VertexColor;
in vec2 TexCoord0;
in vec2 TexCoord1;
in vec2 TexCoord2;
// Channel Toggles
uniform int RedChannel;
uniform int GreenChannel;
uniform int BlueChannel;
uniform int AlphaChannel;
out vec4 fragColor;
const int CombineModeMask = (1 << 5) - 1;
#define gamma 2.2
vec3 ColorOP(int type, vec4 color)
{
switch (type)
{
case 0: return color.rgb;
case 1: return vec3(1) - color.rgb;
case 2: return color.aaa;
case 3: return vec3(1) - color.aaa;
case 4: return color.rrr;
case 5: return vec3(1) - color.rrr;
case 6: return color.ggg;
case 7: return vec3(1) - color.ggg;
case 8: return color.bbb;
case 9: return vec3(1) - color.bbb;
default: return color.rgb;
}
}
float AlphaOP(int type, vec4 color)
{
switch (type)
{
case 0: return color.a;
case 1: return 1.0 - color.a;
case 2: return color.r;
case 3: return 1.0 - color.r;
case 4: return color.g;
case 5: return 1.0 - color.g;
case 6: return color.b;
case 7: return 1.0 - color.b;
default: return color.a;
}
}
float GetComponent(int Type, vec4 Texture)
{
switch (Type)
{
case 0: return Texture.r;
case 1: return Texture.g;
case 2: return Texture.b;
case 3: return Texture.a;
case 4: return 1;
case 5: return 0;
default: return 1;
}
}
vec3 Interpolate(vec4 j1, vec4 j2, vec4 j3)
{
return j1.rgb * j3.rgb + j2.rgb * (vec3(1.0) - j3.rgb);
}
vec4 IndTexSingle(vec4 color, sampler2D tex, vec2 texCoord)
{
float a = color.a;
vec2 indirect;
indirect.x = dot(vec4(color.xyz,1.0), IndirectMat0);
indirect.y = dot(vec4(color.xyz,1.0), IndirectMat1);
vec4 outColor = texture2D(tex, texCoord + indirect);
outColor.a = min(outColor.a, color.a);
return outColor;
}
vec3 ColorCombiner(int type, vec4 j1, vec4 j2, bool maxA)
{
switch (type)
{
case 0: return j1.rgb * j1.a + j2.rgb * (1.0 - j1.a); //Replace
case 1: return j1.rgb * j2.rgb; //Modulate
case 2: return j1.rgb + j2.rgb * j1.a; //Add
case 3: return j1.rgb + j2.rgb - vec3(0.5); //AddSigned
case 4: return j1.rgb * j2.rgb; //Interpolate
case 5: return j1.rgb - j2.rgb * j1.a; //Subtract
case 6: return clamp(j2.rgb / (1.00001 - j1.rgb * j1.a), 0.0, 1.0); //AddMultiplicate
case 7: return clamp(vec3(1.0) - (vec3(1.00001 - j2.rgb) / j1.rgb), 0.0, 1.0); //MultiplcateAdd
case 8: return j1.rgb; //Overlay
case 9: return j1.rgb; //Indirect
case 10: return j1.rgb; //BlendIndirect
case 11: return j1.rgb; //EachIndirect
default: return j1.rgb;
}
}
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void main()
{
fragColor = vec4(1);
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vec4 textureMap0 = vec4(1);
vec4 textureMap1 = vec4(1);
vec4 textureMap2 = vec4(1);
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if (numTextureMaps > 0)
{
if (hasTexture0 == 1)
textureMap0 = texture2D(textures0, TexCoord0.st);
if (hasTexture1 == 1)
textureMap1 = texture2D(textures1, TexCoord0.st);
if (hasTexture2 == 1)
textureMap2 = texture2D(textures1, TexCoord0.st);
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}
if (debugShading == 0)
{
// Convert to sRGB.
vec3 whiteColorSRGB = pow(whiteColor.rgb, vec3(1.0 / gamma));
vec3 whiteInterpolation = whiteColorSRGB.rgb * textureMap0.rgb;
vec3 blackInterpolation = (vec3(1) - textureMap0.rgb) * blackColor.rgb;
//vec3 colorBlend = whiteInterpolation + blackInterpolation;
vec3 colorBlend = Interpolate(vec4(whiteColorSRGB.rgb, 1), blackColor, textureMap0);
float alpha = textureMap0.a * whiteColor.a;
//More that 1 texture uses texture combiners
vec4 j1;
vec4 j2;
vec4 j3;
vec4 fragOutput;
vec4 previousStage = vec4(1);
if (numTextureMaps > 1 && numTevStages > 1)
{
for (int i = 0; i < numTevStages; i++)
{
//Todo what determines the tev sources???
if (i == 0)
{
j1 = textureMap0;
j2 = textureMap1;
j3 = vec4(1);
}
if (i == 1)
{
}
if (numTextureMaps > 2 && tevStage0RGB == 9)
{
j3 = textureMap2;
}
vec4 comb1 = vec4(ColorCombiner(tevStage0RGB, j1, j2, false), 1);
previousStage = comb1;
}
fragOutput = previousStage;
}
else
{
if (ThresholdingAlphaInterpolation != 0)
{
//Todo these need to interpolate and be smoother
if (textureMap0.a >= whiteColor.a) alpha = 1.0;
if (textureMap0.a <= blackColor.a) alpha = 0.0;
// if (blackColor.a < alpha && alpha < whiteColor.a)
// alpha = mix(0.0, 1.0, textureMap0.a);
}
fragOutput = vec4(colorBlend,alpha);;
}
fragOutput *= VertexColor;
fragColor = fragOutput;
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}
else if (debugShading == 5)
fragColor = vec4(textureMap0.rgb, 1);
else if (debugShading == 1)
fragColor = VertexColor;
else if (debugShading == 2)
fragColor = whiteColor;
else if (debugShading == 3)
fragColor = blackColor;
else if (debugShading == 4)
fragColor = texture2D(uvTestPattern, TexCoord0.st);
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}