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- /* MegaZeux
- *
- * Copyright (C) 2008 Joel Bouchard Lamontagne <logicow@gmail.com>
- * Copyright (C) 2009 Alistair John Strachan <alistair@devzero.co.uk>
- * Copyright (C) 2017 Dr Lancer-X <drlancer@megazeux.org>
- * Copyright (C) 2018 Alice Rowan <petrifiedrowan@gmail.com>
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License as
- * published by the Free Software Foundation; either version 2 of
- * the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- */
- #version 110
- // Keep these the same as in render_glsl.c
- #define CHARSET_COLS 64.0
- #define TEX_DATA_WIDTH 512.0
- #define TEX_DATA_HEIGHT 1024.0
- #define TEX_DATA_PAL_Y 896.0
- #define TEX_DATA_LAYER_X 0.0
- #define TEX_DATA_LAYER_Y 901.0
- // This has to be slightly less than 14.0 to avoid propagating error
- // with some very old driver/video card combos.
- #define CHAR_H 13.99999
- uniform sampler2D baseMap;
- varying vec2 vTexcoord;
- float fract_(float v)
- {
- return clamp(fract(v + 0.001) - 0.001, 0.000, 0.999);
- }
- float floor_(float v)
- {
- return floor(v + 0.001);
- }
- int int_(float v)
- {
- return int(v + 0.01);
- }
- // NOTE: Layer data packing scheme
- // (highest two bits currently unused but included as part of the char)
- // w z y x
- // 00000000 00000000 00000000 00000000
- // CCCCCCCC CCCCCCBB BBBBBBBF FFFFFFFF
- // Some older cards/drivers tend o be slightly off; slight variations
- // in values here are intentional.
- /**
- * Get the char number from packed layer data as (approx.) an int.
- */
- float layer_get_char(vec4 layer_data)
- {
- return floor_(layer_data.z * 63.75) + (layer_data.w * 255.0) * 64.0;
- }
- /**
- * Get the foreground color from layer data relative to the texture width.
- */
- float layer_get_fg_color(vec4 layer_data)
- {
- return
- (layer_data.x * 255.001) / TEX_DATA_WIDTH +
- fract_(layer_data.y * 127.501) * 512.0 / TEX_DATA_WIDTH;
- }
- /**
- * Get the background color from layer data relative to the texture width.
- */
- float layer_get_bg_color(vec4 layer_data)
- {
- return
- floor_(layer_data.y * 127.5) / TEX_DATA_WIDTH +
- fract_(layer_data.z * 63.751) * 512.0 / TEX_DATA_WIDTH;
- }
- void main(void)
- {
- /**
- * Get the packed char/color data for this position from the current layer.
- * vTexcoord will be provided in the range of x=[0..layer.w), y=[0..layer.h).
- */
- float layer_x = (vTexcoord.x + TEX_DATA_LAYER_X) / TEX_DATA_WIDTH;
- float layer_y = (vTexcoord.y + TEX_DATA_LAYER_Y) / TEX_DATA_HEIGHT;
- vec4 layer_data = texture2D(baseMap, vec2(layer_x, layer_y));
- /**
- * Get the current char and its base position in the texture charset.
- * The x position will be normalized to the width of the texture,
- * but for the y position it's easier to get the pixel position and
- * normalize afterward.
- */
- float char_num = layer_get_char(layer_data);
- float char_x = fract_(char_num / CHARSET_COLS);
- float char_y = floor_(char_num / CHARSET_COLS);
- /**
- * Get the current pixel value of the current char from the texture.
- */
- float char_tex_x = char_x + fract_(vTexcoord.x) / CHARSET_COLS;
- float char_tex_y = (char_y + fract_(vTexcoord.y)) * CHAR_H / TEX_DATA_HEIGHT;
- vec4 char_pix = texture2D(baseMap, vec2(char_tex_x, char_tex_y));
- /**
- * Determine whether this is the foreground or background color of the char,
- * get that color from the texture, and output it.
- */
- float color;
- // We could actually check any component here.
- if(char_pix.x > 0.5)
- {
- color = layer_get_fg_color(layer_data);
- }
- else
- {
- color = layer_get_bg_color(layer_data);
- }
- gl_FragColor = texture2D(baseMap,
- vec2(color, TEX_DATA_PAL_Y / TEX_DATA_HEIGHT));
- }
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