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![duncanspumpkin](/assets/img/avatar_default.png)
Added palettes to the texture atlas and now correctly use them to generate images. Transparency semi supported but the colours are not quite correct.
80 lines
2.2 KiB
GLSL
80 lines
2.2 KiB
GLSL
#version 150
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uniform vec4 uPalette[256];
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uniform usampler2DArray uTexture;
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flat in ivec4 fClip;
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flat in int fFlags;
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in vec4 fColour;
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flat in int fTexColourAtlas;
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in vec2 fTexColourCoords;
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flat in int fTexMaskAtlas;
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in vec2 fTexMaskCoords;
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flat in int fTexPaletteAtlas;
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flat in vec4 fTexPaletteBounds;
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flat in int fMask;
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in vec2 fPosition;
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in vec2 fTextureCoordinate;
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out vec4 oColour;
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void main()
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{
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if (fPosition.x < fClip.x || fPosition.x > fClip.z ||
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fPosition.y < fClip.y || fPosition.y > fClip.w)
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{
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discard;
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}
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vec4 texel;
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// If remap palette used
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if ((fFlags & (1 << 1)) != 0)
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{
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// z is the size of each x pixel in the atlas
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float x = fTexPaletteBounds.x + texture(uTexture, vec3(fTexColourCoords, float(fTexColourAtlas))).r * fTexPaletteBounds.z;
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texel = uPalette[texture(uTexture, vec3(x, fTexPaletteBounds.y, float(fTexPaletteAtlas))).r];
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} // If transparent or special transparent
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else if ((fFlags & ((1 << 2) | (1 << 3))) != 0)
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{
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float line = texture(uTexture,vec3(fTexColourCoords, float(fTexColourAtlas))).r;
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if (line == 0.0)
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{
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discard;
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}
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float alpha = 0.5;
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if ((fFlags & (1 << 2)) != 0)
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{
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alpha = 0.5 + (line - 1.0) / 10.0;
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}
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// z is the size of each x pixel in the atlas
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float x = fTexPaletteBounds.x + fTexPaletteBounds.z * 50.0;
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oColour = vec4(uPalette[texture(uTexture, vec3(x, fTexPaletteBounds.y, float(fTexPaletteAtlas))).r].rgb, alpha);
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return;
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}
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else
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{
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texel = uPalette[texture(uTexture, vec3(fTexColourCoords, float(fTexColourAtlas))).r];
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}
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vec4 mask = uPalette[texture(uTexture, vec3(fTexMaskCoords, float(fTexMaskAtlas))).r];
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if (fMask != 0)
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{
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oColour = texel * mask;
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}
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else
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{
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if ((fFlags & 1) != 0)
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{
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oColour = vec4(fColour.rgb, fColour.a * texel.a);
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}
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else
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{
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oColour = texel;
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}
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}
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}
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