stk-code_catmod/data/shaders/mipviz.frag
2014-02-28 17:29:05 +01:00

52 lines
1.2 KiB
GLSL

uniform sampler2D tex;
uniform vec2 texsize;
uniform int notex;
out vec4 FragColor;
float miplevel(in vec2 texture_coordinate)
{
// The OpenGL Graphics System: A Specification 4.2
// - chapter 3.9.11, equation 3.21
vec2 dx_vtc = dFdx(texture_coordinate);
vec2 dy_vtc = dFdy(texture_coordinate);
float delta_max_sqr = max(dot(dx_vtc, dx_vtc), dot(dy_vtc, dy_vtc));
return 0.5 * log2(delta_max_sqr); // == log2(sqrt(delta_max_sqr));
}
void main() {
if (notex != 0) {
FragColor = gl_Color;
return;
}
// Buggy Intel windows driver workaround
vec4 levels[6] = vec4[](
vec4(0.0, 0.0, 1.0, 0.8),
vec4(0.0, 0.5, 1.0, 0.4),
vec4(1.0, 1.0, 1.0, 0.0),
vec4(1.0, 0.7, 0.0, 0.2),
vec4(1.0, 0.3, 0.0, 0.6),
vec4(1.0, 0.0, 0.0, 0.8)
);
float mip = miplevel(texsize * gl_TexCoord[0].xy) + 2.0;
mip = clamp(mip, 0.0, 5.0);
int lowmip = int(mip);
int highmip = lowmip + 1;
if (highmip > 5)
highmip = 5;
float mixer = fract(mip);
vec4 mixcol = mix(levels[lowmip], levels[highmip], mixer);
vec4 tcol = texture(tex, gl_TexCoord[0].xy);
vec3 col = mix(tcol.xyz, mixcol.xyz, mixcol.a);
FragColor = vec4(col, tcol.a);
}