Files
jak-project/game/graphics/opengl_renderer/shaders/direct_basic_textured.frag
T
ManDude e3051f90ae small shader optimizations (#1402)
* small shader optimizations

* revert camera invert
2022-06-01 18:34:19 -04:00

80 lines
2.2 KiB
GLSL

#version 430 core
out vec4 color;
in vec4 fragment_color;
in vec3 tex_coord;
uniform float alpha_reject;
uniform float color_mult;
uniform float alpha_mult;
uniform float alpha_sub;
uniform vec4 fog_color;
in flat uvec4 tex_info;
in float fog;
layout (binding = 20) uniform sampler2D tex_T0;
layout (binding = 21) uniform sampler2D tex_T1;
layout (binding = 22) uniform sampler2D tex_T2;
layout (binding = 23) uniform sampler2D tex_T3;
layout (binding = 24) uniform sampler2D tex_T4;
layout (binding = 25) uniform sampler2D tex_T5;
layout (binding = 26) uniform sampler2D tex_T6;
layout (binding = 27) uniform sampler2D tex_T7;
layout (binding = 28) uniform sampler2D tex_T8;
layout (binding = 29) uniform sampler2D tex_T9;
vec4 sample_tex(vec2 coord, uint unit) {
switch (unit) {
case 0: return texture(tex_T0, coord);
case 1: return texture(tex_T1, coord);
case 2: return texture(tex_T2, coord);
case 3: return texture(tex_T3, coord);
case 4: return texture(tex_T4, coord);
case 5: return texture(tex_T5, coord);
case 6: return texture(tex_T6, coord);
case 7: return texture(tex_T7, coord);
case 8: return texture(tex_T8, coord);
case 9: return texture(tex_T9, coord);
default : return vec4(1.0, 0, 1.0, 1.0);
}
}
void main() {
vec4 T0 = sample_tex(tex_coord.xy / tex_coord.z, tex_info.x);
// y is tcc
// z is decal
if (tex_info.y == 0) {
if (tex_info.z == 0) {
// modulate + no tcc
color.xyz = fragment_color.xyz * T0.xyz;
color.w = fragment_color.w;
} else {
// decal + no tcc
color.xyz = T0.xyz * 0.5;
color.w = fragment_color.w;
}
} else {
if (tex_info.z == 0) {
// modulate + tcc
color = fragment_color * T0;
} else {
// decal + tcc
color.xyz = T0.xyz * 0.5;
color.w = T0.w;
}
}
color *= 2;
color.xyz *= color_mult;
color.w *= alpha_mult;
if (color.a < alpha_reject) {
discard;
}
if (tex_info.w == 1) {
color.xyz = mix(color.xyz, fog_color.rgb, clamp(fog_color.a * fog, 0, 1));
}
}