a7f0d3762c
- Don't use BGRA format at all. It doesn't work with non-typical cases (i.e. with srgb or compressed textures) and also casues artifacts on some android devices. I kept the extension in central settings, but it probably won't be used. - Use sRGB texture format when advanced lighting is enabled. This makes it closer to the original OpenGL renderer and also avoids to have even more #ifdef's for sRGB conversions. - Keep RGBA textures for non-advanced lighting to make it simpler. Now advanced lighting in GLES looks almost the same as in OpenGL 3.x (without shadows/GI)
52 lines
1.4 KiB
GLSL
52 lines
1.4 KiB
GLSL
#ifdef Use_Bindless_Texture
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layout(bindless_sampler) uniform sampler2D Albedo;
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layout(bindless_sampler) uniform sampler2D SpecMap;
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layout(bindless_sampler) uniform sampler2D colorization_mask;
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#else
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uniform sampler2D Albedo;
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uniform sampler2D SpecMap;
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uniform sampler2D colorization_mask;
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#endif
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uniform vec2 color_change;
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in vec2 uv;
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in vec4 color;
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out vec4 FragColor;
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#stk_include "utils/getLightFactor.frag"
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#stk_include "utils/rgb_conversion.frag"
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void main(void)
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{
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#ifdef Use_Bindless_Texture
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vec4 col = texture(Albedo, uv);
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float mask = texture(colorization_mask, uv).a;
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#ifdef SRGBBindlessFix
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col.xyz = pow(col.xyz, vec3(2.2));
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#endif
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#else
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vec4 col = texture(Albedo, uv);
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float mask = texture(colorization_mask, uv).a;
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#endif
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if (color_change.x > 0.0)
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{
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vec3 old_hsv = rgbToHsv(col.rgb);
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float mask_step = step(mask, 0.5);
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vec2 new_xy = mix(vec2(old_hsv.x, old_hsv.y), vec2(color_change.x, max(old_hsv.y, color_change.y)), vec2(mask_step, mask_step));
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vec3 new_color = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z));
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col = vec4(new_color.r, new_color.g, new_color.b, col.a);
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}
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#if defined(GL_ES) && !defined(Advanced_Lighting_Enabled)
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col.xyz *= color.xyz;
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#else
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col.xyz *= pow(color.xyz, vec3(2.2));
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#endif
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float specmap = texture(SpecMap, uv).g;
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float emitmap = texture(SpecMap, uv).b;
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FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap, emitmap), 1.);
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}
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