mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-26 22:40:27 +00:00
Some layout editor improvments.
Convert white colors to srgb for more accurate colors. Fix displaying bflims with using bc4 alpha and no alpha. Preview alpha theshhold for color blending. Fix window pane alpha if frame vertex colors are disabled.
This commit is contained in:
parent
bb436b35e8
commit
314d1e7c20
10 changed files with 140 additions and 33 deletions
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@ -93,6 +93,14 @@ namespace LayoutBXLYT
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GL.Uniform1(uniforms[name], value);
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GL.Uniform1(uniforms[name], value);
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}
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}
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public void SetBool(string name, bool value)
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{
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int intValue = value == true ? 1 : 0;
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if (uniforms.ContainsKey(name))
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GL.Uniform1(uniforms[name], intValue);
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}
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public void SetColor(string name, Color color)
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public void SetColor(string name, Color color)
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{
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{
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if (uniforms.ContainsKey(name))
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if (uniforms.ContainsKey(name))
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@ -90,9 +90,6 @@ namespace LayoutBXLYT
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DrawRectangle(pane, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
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DrawRectangle(pane, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
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mat.Shader.Disable();
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mat.Shader.Disable();
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GL.BindTexture(TextureTarget.Texture2D, 0);
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GL.PopAttrib();
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}
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}
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else if (pane is BCLYT.PIC1)
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else if (pane is BCLYT.PIC1)
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{
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{
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@ -128,9 +125,6 @@ namespace LayoutBXLYT
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DrawRectangle(pane, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
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DrawRectangle(pane, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
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mat.Shader.Disable();
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mat.Shader.Disable();
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GL.BindTexture(TextureTarget.Texture2D, 0);
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GL.PopAttrib();
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}
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}
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else if (pane is BRLYT.PIC1)
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else if (pane is BRLYT.PIC1)
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{
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{
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@ -166,10 +160,12 @@ namespace LayoutBXLYT
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DrawRectangle(pane, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
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DrawRectangle(pane, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
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mat.Shader.Disable();
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mat.Shader.Disable();
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}
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GL.BindTexture(TextureTarget.Texture2D, 0);
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GL.BindTexture(TextureTarget.Texture2D, 0);
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GL.PopAttrib();
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GL.PopAttrib();
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}
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GL.UseProgram(0);
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}
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}
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public static void DrawBoundryPane(BasePane pane, byte effectiveAlpha, List<BasePane> SelectedPanes)
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public static void DrawBoundryPane(BasePane pane, byte effectiveAlpha, List<BasePane> SelectedPanes)
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@ -345,17 +341,14 @@ namespace LayoutBXLYT
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if (!window.UseVertexColorForAll)
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if (!window.UseVertexColorForAll)
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{
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{
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colors = new Color[] {
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colors = new Color[] {
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Color.White, Color.White,
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Color.FromArgb(effectiveAlpha, 255,255,255),
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Color.White, Color.White,
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Color.FromArgb(effectiveAlpha, 255,255,255),
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Color.FromArgb(effectiveAlpha, 255,255,255),
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Color.FromArgb(effectiveAlpha, 255,255,255),
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};
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};
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}
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}
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//Apply pane alpha
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for (int i = 0; i < colors.Length; i++)
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{
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uint setalpha = (uint)((colors[i].A * effectiveAlpha) / 255);
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colors[i] = Color.FromArgb((int)setalpha, colors[i]);
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}
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switch (window.FrameCount)
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switch (window.FrameCount)
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{
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{
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@ -478,6 +471,14 @@ namespace LayoutBXLYT
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var matBL = window.WindowFrames[2].Material;
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var matBL = window.WindowFrames[2].Material;
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var matBR = window.WindowFrames[3].Material;
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var matBR = window.WindowFrames[3].Material;
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//Todo check this
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if (window.UseOneMaterialForAll)
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{
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/* matTR = matTL;
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matBL = matTL;
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matBR = matTL;*/
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}
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if (matTL.TextureMaps.Length > 0)
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if (matTL.TextureMaps.Length > 0)
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{
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{
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SetupShaders(matTL, Textures);
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SetupShaders(matTL, Textures);
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@ -568,6 +569,18 @@ namespace LayoutBXLYT
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var matL = window.WindowFrames[6].Material;
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var matL = window.WindowFrames[6].Material;
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var matR = window.WindowFrames[7].Material;
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var matR = window.WindowFrames[7].Material;
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//Todo check this
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if (window.UseOneMaterialForAll)
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{
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/* matTR = matTL;
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matBL = matTL;
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matBR = matTL;
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matT = matTL;
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matB = matTL;
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matL = matTL;
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matR = matTL;*/
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}
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if (matTL.TextureMaps.Length > 0)
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if (matTL.TextureMaps.Length > 0)
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{
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{
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SetupShaders(matTL, Textures);
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SetupShaders(matTL, Textures);
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@ -973,8 +986,8 @@ namespace LayoutBXLYT
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{
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{
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for (int i = 0; i < colors.Length; i++)
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for (int i = 0; i < colors.Length; i++)
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{
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{
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uint setalpha = (uint)((colors[i].A * alpha) / 255);
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float outAlpha = BasePane.MixColors(colors[i].A, alpha);
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colors[i] = Color.FromArgb((int)setalpha, colors[i]);
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colors[i] = Color.FromArgb(Utils.FloatToIntClamp(outAlpha), colors[i]);
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}
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}
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if (LayoutEditor.UseLegacyGL)
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if (LayoutEditor.UseLegacyGL)
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@ -209,6 +209,16 @@ namespace LayoutBXLYT.Cafe
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if (!textures.ContainsKey(bflim.FileName))
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if (!textures.ContainsKey(bflim.FileName))
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textures.Add(bflim.FileName, bflim);
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textures.Add(bflim.FileName, bflim);
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}
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}
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Console.WriteLine("file " + file);
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if (Utils.GetExtension(file) == ".bntx")
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{
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BNTX bntx = (BNTX)STFileLoader.OpenFileFormat(file);
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foreach (var tex in bntx.Textures)
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{
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if (!textures.ContainsKey(tex.Key))
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textures.Add(tex.Key, tex.Value);
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}
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}
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}
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}
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}
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}
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@ -1926,6 +1936,12 @@ namespace LayoutBXLYT.Cafe
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[DisplayName("Name"), CategoryAttribute("General")]
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[DisplayName("Name"), CategoryAttribute("General")]
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public override string Name { get; set; }
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public override string Name { get; set; }
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[DisplayName("Thresholding Alpha Interpolation"), CategoryAttribute("Alpha")]
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public override bool ThresholdingAlphaInterpolation
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{
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get { return Convert.ToBoolean((flags >> 18) & 0x1); }
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}
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[DisplayName("Black Color"), CategoryAttribute("Color")]
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[DisplayName("Black Color"), CategoryAttribute("Color")]
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public STColor8 BlackColor { get; set; }
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public STColor8 BlackColor { get; set; }
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@ -2010,7 +2026,6 @@ namespace LayoutBXLYT.Cafe
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var hasIndParam = Convert.ToBoolean((flags >> 14) & 0x1);
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var hasIndParam = Convert.ToBoolean((flags >> 14) & 0x1);
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var projTexGenParamCount = Convert.ToUInt32((flags >> 15) & 0x3);
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var projTexGenParamCount = Convert.ToUInt32((flags >> 15) & 0x3);
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var hasFontShadowParam = Convert.ToBoolean((flags >> 17) & 0x1);
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var hasFontShadowParam = Convert.ToBoolean((flags >> 17) & 0x1);
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var thresholdingAlphaInterpolation = Convert.ToBoolean((flags >> 18) & 0x1);
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TextureMaps = new TextureRef[texCount];
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TextureMaps = new TextureRef[texCount];
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TextureTransforms = new TextureTransform[mtxCount];
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TextureTransforms = new TextureTransform[mtxCount];
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@ -31,6 +31,7 @@ namespace LayoutBXLYT
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SetInt("textures0", 0);
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SetInt("textures0", 0);
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SetInt("textures1", 0);
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SetInt("textures1", 0);
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SetInt("textures2", 0);
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SetInt("textures2", 0);
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SetBool("ThresholdingAlphaInterpolation", false);
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SetVec2("uvScale0", new Vector2(1,1));
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SetVec2("uvScale0", new Vector2(1,1));
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SetFloat("uvRotate0", 0);
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SetFloat("uvRotate0", 0);
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@ -47,18 +48,22 @@ namespace LayoutBXLYT
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SetFloat("uvRotate0", 0);
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SetFloat("uvRotate0", 0);
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SetVec2("uvTranslate0", new Vector2(0, 0));
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SetVec2("uvTranslate0", new Vector2(0, 0));
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SetInt("flipTexture", 0);
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SetInt("flipTexture", 0);
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SetBool("ThresholdingAlphaInterpolation", material.ThresholdingAlphaInterpolation);
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BindTextureUniforms();
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BindTextureUniforms();
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int id = 1;
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for (int i = 0; i < material.TextureMaps.Length; i++)
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for (int i = 0; i < material.TextureMaps.Length; i++)
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{
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{
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if (textures.ContainsKey(material.TextureMaps[i].Name))
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if (textures.ContainsKey(material.TextureMaps[i].Name))
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{
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{
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GL.ActiveTexture(TextureUnit.Texture0 + i);
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GL.ActiveTexture(TextureUnit.Texture0 + id);
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SetInt($"textures{i}", 0);
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SetInt($"textures{i}", id);
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bool isBinded = BxlytToGL.BindGLTexture(material.TextureMaps[i], textures[material.TextureMaps[i].Name]);
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bool isBinded = BxlytToGL.BindGLTexture(material.TextureMaps[i], textures[material.TextureMaps[i].Name]);
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if (isBinded)
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if (isBinded)
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SetInt($"hasTexture{i}", 1);
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SetInt($"hasTexture{i}", 1);
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id++;
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}
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}
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}
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}
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@ -4,21 +4,21 @@ namespace LayoutBXLYT.Cafe
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{
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{
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public class TevStage
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public class TevStage
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{
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{
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public byte RGBMode { get; set; }
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public TevMode RGBMode { get; set; }
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public byte AlphaMode { get; set; }
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public TevMode AlphaMode { get; set; }
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public ushort unk { get; set; }
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public ushort unk { get; set; }
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public TevStage(FileReader reader, BFLYT.Header header)
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public TevStage(FileReader reader, BFLYT.Header header)
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{
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{
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RGBMode = reader.ReadByte();
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RGBMode = (TevMode)reader.ReadByte();
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AlphaMode = reader.ReadByte();
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AlphaMode = (TevMode)reader.ReadByte();
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unk = reader.ReadUInt16();
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unk = reader.ReadUInt16();
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}
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}
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public void Write(FileWriter writer)
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public void Write(FileWriter writer)
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{
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{
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writer.Write(RGBMode);
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writer.Write(RGBMode, false);
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writer.Write(AlphaMode);
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writer.Write(AlphaMode, false);
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writer.Write(unk);
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writer.Write(unk);
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}
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}
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}
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}
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@ -30,6 +30,7 @@ namespace LayoutBXLYT
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SetInt("textures0", 0);
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SetInt("textures0", 0);
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SetInt("textures1", 0);
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SetInt("textures1", 0);
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SetInt("textures2", 0);
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SetInt("textures2", 0);
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SetBool("ThresholdingAlphaInterpolation", false);
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SetVec2("uvScale0", new Vector2(1, 1));
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SetVec2("uvScale0", new Vector2(1, 1));
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SetFloat("uvRotate0", 0);
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SetFloat("uvRotate0", 0);
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SetFloat("uvRotate0", 0);
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SetFloat("uvRotate0", 0);
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SetVec2("uvTranslate0", new Vector2(0, 0));
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SetVec2("uvTranslate0", new Vector2(0, 0));
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SetInt("flipTexture", 0);
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SetInt("flipTexture", 0);
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SetBool("ThresholdingAlphaInterpolation", material.ThresholdingAlphaInterpolation);
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BindTextureUniforms();
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BindTextureUniforms();
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@ -124,6 +124,20 @@ namespace LayoutBXLYT
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parentTransform.W);
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parentTransform.W);
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}
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}
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public static float MixColors(params float[] c)
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{
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float a = c[0];
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for (int i = 1; i < c.Length; i++)
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{
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a *= c[i];
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}
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for (int i = 1; i < c.Length; i++)
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{
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a /= 255f;
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}
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return a / 255f;
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}
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//Get the previous transform from the parent origin
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//Get the previous transform from the parent origin
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private Vector4 ParentOriginTransform(Vector4 points)
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private Vector4 ParentOriginTransform(Vector4 points)
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{
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{
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@ -439,6 +453,22 @@ namespace LayoutBXLYT
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Rotate270 = 5
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Rotate270 = 5
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}
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}
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public enum TevMode : byte
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{
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Replace,
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Modulate,
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Add,
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AddSigned,
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Interpolate,
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Subtract,
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AddMultiplicate,
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MultiplcateAdd,
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Overlay,
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Indirect,
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BlendIndirect,
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EachIndirect,
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}
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public interface IWindowPane
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public interface IWindowPane
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{
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{
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bool UseOneMaterialForAll { get; set; }
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bool UseOneMaterialForAll { get; set; }
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@ -756,6 +786,9 @@ namespace LayoutBXLYT
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[DisplayName("Name"), CategoryAttribute("General")]
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[DisplayName("Name"), CategoryAttribute("General")]
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public virtual string Name { get; set; }
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public virtual string Name { get; set; }
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[DisplayName("Thresholding Alpha Interpolation"), CategoryAttribute("Alpha")]
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public virtual bool ThresholdingAlphaInterpolation { get; set; }
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[Browsable(false)]
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[Browsable(false)]
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public virtual BxlytShader Shader { get; set; }
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public virtual BxlytShader Shader { get; set; }
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@ -30,6 +30,7 @@ namespace LayoutBXLYT
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SetInt("textures0", 0);
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SetInt("textures0", 0);
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SetInt("textures1", 0);
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SetInt("textures1", 0);
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SetInt("textures2", 0);
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SetInt("textures2", 0);
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SetBool("ThresholdingAlphaInterpolation", false);
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SetVec2("uvScale0", new Vector2(1, 1));
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SetVec2("uvScale0", new Vector2(1, 1));
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SetFloat("uvRotate0", 0);
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SetFloat("uvRotate0", 0);
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@ -46,6 +47,7 @@ namespace LayoutBXLYT
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SetFloat("uvRotate0", 0);
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SetFloat("uvRotate0", 0);
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SetVec2("uvTranslate0", new Vector2(0, 0));
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SetVec2("uvTranslate0", new Vector2(0, 0));
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SetInt("flipTexture", 0);
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SetInt("flipTexture", 0);
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SetBool("ThresholdingAlphaInterpolation", material.ThresholdingAlphaInterpolation);
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BindTextureUniforms();
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BindTextureUniforms();
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@ -265,6 +265,7 @@ namespace FirstPlugin
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bflim.Width = bflim.image.Width;
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bflim.Width = bflim.image.Width;
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bflim.Height = bflim.image.Height;
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bflim.Height = bflim.image.Height;
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bflim.ImageData = ftex.texture.Data;
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bflim.ImageData = ftex.texture.Data;
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var form = new GenericEditorForm(false, bflim.OpenForm());
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var form = new GenericEditorForm(false, bflim.OpenForm());
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LibraryGUI.CreateMdiWindow(form);
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LibraryGUI.CreateMdiWindow(form);
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@ -410,15 +411,18 @@ namespace FirstPlugin
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image = new Image(Is3DS);
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image = new Image(Is3DS);
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image.Read(reader);
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image.Read(reader);
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bool isBc4Alpha = image.BflimFormat == 16;
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if (Is3DS)
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if (Is3DS)
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Format = Formats3DS[image.BflimFormat];
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Format = Formats3DS[image.BflimFormat];
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else
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else
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Format = FormatsWiiU[image.BflimFormat];
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Format = FormatsWiiU[image.BflimFormat];
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Width = image.Width;
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Width = image.Width;
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Height = image.Height;
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Height = image.Height;
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|
||||||
LoadComponents(Format);
|
LoadComponents(Format, isBc4Alpha);
|
||||||
|
|
||||||
uint ImageSize = reader.ReadUInt32();
|
uint ImageSize = reader.ReadUInt32();
|
||||||
|
|
||||||
|
@ -430,7 +434,7 @@ namespace FirstPlugin
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void LoadComponents(TEX_FORMAT Format)
|
private void LoadComponents(TEX_FORMAT Format, bool isBc4Alpha)
|
||||||
{
|
{
|
||||||
switch (Format)
|
switch (Format)
|
||||||
{
|
{
|
||||||
|
@ -446,7 +450,15 @@ namespace FirstPlugin
|
||||||
RedChannel = STChannelType.Red;
|
RedChannel = STChannelType.Red;
|
||||||
GreenChannel = STChannelType.Red;
|
GreenChannel = STChannelType.Red;
|
||||||
BlueChannel = STChannelType.Red;
|
BlueChannel = STChannelType.Red;
|
||||||
|
AlphaChannel = STChannelType.One;
|
||||||
|
|
||||||
|
if (isBc4Alpha)
|
||||||
|
{
|
||||||
|
RedChannel = STChannelType.One;
|
||||||
|
GreenChannel = STChannelType.One;
|
||||||
|
BlueChannel = STChannelType.One;
|
||||||
AlphaChannel = STChannelType.Red;
|
AlphaChannel = STChannelType.Red;
|
||||||
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -12,8 +12,12 @@ uniform int hasTexture0;
|
||||||
uniform int hasTexture1;
|
uniform int hasTexture1;
|
||||||
uniform int hasTexture2;
|
uniform int hasTexture2;
|
||||||
|
|
||||||
|
uniform int ThresholdingAlphaInterpolation;
|
||||||
|
|
||||||
uniform sampler2D uvTestPattern;
|
uniform sampler2D uvTestPattern;
|
||||||
|
|
||||||
|
#define gamma 2.2
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec4 textureMap0 = vec4(1);
|
vec4 textureMap0 = vec4(1);
|
||||||
|
@ -28,11 +32,24 @@ void main()
|
||||||
|
|
||||||
if (debugShading == 0)
|
if (debugShading == 0)
|
||||||
{
|
{
|
||||||
vec3 whiteInterpolation = whiteColor.rgb * textureMap0.rgb;
|
// 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 blackInterpolation = (vec3(1) - textureMap0.rgb) * blackColor.rgb;
|
||||||
|
|
||||||
|
|
||||||
vec3 colorBlend = whiteInterpolation + blackInterpolation;
|
vec3 colorBlend = whiteInterpolation + blackInterpolation;
|
||||||
float alpha = textureMap0.a * whiteColor.a;
|
float alpha = textureMap0.a * whiteColor.a;
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
gl_FragColor = gl_Color * vec4(colorBlend,alpha);
|
gl_FragColor = gl_Color * vec4(colorBlend,alpha);
|
||||||
}
|
}
|
||||||
else if (debugShading == 5)
|
else if (debugShading == 5)
|
||||||
|
|
Loading…
Reference in a new issue