Switch-Toolbox/Toolbox/Shader/Layout/Legacy/Bflyt.frag
KillzXGaming 6837bc30d1 BXLYT : Cleanup shaders.
Some cleanup and adjust floating point values to have decimals.
2020-12-22 20:40:36 -05:00

187 lines
No EOL
4.9 KiB
GLSL

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 AlphaInterpolation;
uniform int numTevStages;
uniform sampler2D uvTestPattern;
#define gamma 2.2
vec3 ColorOP(int type, vec4 color)
{
switch (type)
{
case 0: return color.rgb;
case 1: return vec3(1.0) - color.rgb;
case 2: return color.aaa;
case 3: return vec3(1.0) - color.aaa;
case 4: return color.rrr;
case 5: return vec3(1.0) - color.rrr;
case 6: return color.ggg;
case 7: return vec3(1.0) - color.ggg;
case 8: return color.bbb;
case 9: return vec3(1.0) - 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;
}
}
vec3 ColorCombiner(int type, vec4 j1, vec4 j2, vec4 j3)
{
switch (type)
{
case 0: return j1.rgb; //Replace
case 1: return j1.rgb * j2.rgb; //Modulate
case 2: return j1.rgb + j2.rgb; //Add
case 3: return j1.rgb + j2.rgb - vec3(0.5); //AddSigned
case 4: return j1.rgb * j3.rgb + j2.rgb * (vec3(1.0) - j3.rgb); //Interpolate
case 5: return j1.rgb - j2.rgb; //Subtract
case 6: return clamp(j1.rgb + j2.rgb, 0.0, 1.0) * j3.rgb; //AddMultiplicate
case 7: return (j1.rgb * j2.rgb) + j3.rgb; //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;
}
}
float AlphaCombiner(int type, vec4 j1, vec4 j2, vec4 j3)
{
switch (type)
{
case 0: return j1.a; //Replace
case 1: return j1.a * j2.a; //Modulate
case 2: return j1.a + j2.a; //Add
case 3: return j1.a + j2.a - 0.5; //AddSigned
case 4: return j3.a + j2.a * (1.0 - j3.a); //Interpolate
case 5: return j1.a - j2.a; //Subtract
case 6: return clamp(j1.a + j2.a, 0.0, 1.0) * j3.a; //AddMultiplicate
case 7: return (j1.a * j2.a) + j3.a; //MultiplcateAdd
case 8: return j1.a; //Overlay
case 9: return j1.a; //Indirect
case 10: return j1.a; //BlendIndirect
case 11: return j1.a; //EachIndirect
default: return j1.a;
}
}
void main()
{
vec4 textureMap0 = vec4(1.0);
vec4 textureMap1 = vec4(1.0);
vec4 textureMap2 = vec4(1.0);
if (numTextureMaps > 0)
{
if (hasTexture0 == 1)
textureMap0 = texture2D(textures0, gl_TexCoord[0].st);
if (hasTexture1 == 1)
textureMap1 = texture2D(textures1, gl_TexCoord[0].st);
if (hasTexture2 == 1)
textureMap2 = texture2D(textures1, gl_TexCoord[0].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(1.0) - textureMap0.rgb) * blackColor.rgb;
//vec3 colorBlend = whiteInterpolation + blackInterpolation;
vec3 colorBlend = ColorCombiner(4, vec4(whiteColorSRGB.rgb, 1.0), 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(1.0);
if (numTextureMaps > 1 && numTevStages > 4)
{
for (int i = 0; i < numTevStages; i++)
{
j1 = textureMap0;
j2 = textureMap1;
j3 = vec4(1.0);
if (numTextureMaps > 2)
j3 = textureMap2;
vec4 comb1 = vec4(ColorCombiner(tevStage0RGB, j1, j2, j3), AlphaCombiner(tevStage0A, j1,j2,j3));
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 *= gl_Color;
gl_FragColor = fragOutput;
}
else if (debugShading == 5)
gl_FragColor = vec4(textureMap0.rgb, 1.0);
else if (debugShading == 1)
gl_FragColor = gl_Color;
else if (debugShading == 2)
gl_FragColor = whiteColor;
else if (debugShading == 3)
gl_FragColor = blackColor;
else if (debugShading == 4)
gl_FragColor = texture2D(uvTestPattern, gl_TexCoord[0].st);
}