#version 330 uniform vec4 blackColor; uniform vec4 whiteColor; uniform int debugShading; uniform int numTextureMaps; 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 AlphaInterpolation; uniform int numTevStages; uniform vec4 IndirectMat0; uniform vec4 IndirectMat1; 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; } } void main() { fragColor = vec4(1); return; vec4 textureMap0 = vec4(1); vec4 textureMap1 = vec4(1); vec4 textureMap2 = vec4(1); 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); } 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 (AlphaInterpolation != 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; } 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); }