Minor formatting tweaks
This commit is contained in:
parent
f1007554a0
commit
34d00d5217
3 changed files with 19 additions and 14 deletions
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@ -2,7 +2,7 @@
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precision mediump float;
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precision mediump float;
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const int colors = 8;
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const int MAX_INDEXED_COLORS = 8;
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// Input vertex attributes (from vertex shader)
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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@ -10,7 +10,8 @@ varying vec4 fragColor;
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// Input uniform values
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform ivec3 palette[colors];
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uniform ivec3 palette[MAX_INDEXED_COLORS];
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//uniform sampler2D palette; // Alternative to ivec3, palette provided as a 256x1 texture
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void main()
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void main()
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{
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{
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@ -18,13 +19,13 @@ void main()
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vec4 texelColor = texture2D(texture0, fragTexCoord)*fragColor;
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vec4 texelColor = texture2D(texture0, fragTexCoord)*fragColor;
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// Convert the (normalized) texel color RED component (GB would work, too)
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// Convert the (normalized) texel color RED component (GB would work, too)
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// to the palette index by scaling up from [0, 1] to [0, 255].
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// to the palette index by scaling up from [0..1] to [0..255]
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int index = int(texelColor.r*255.0);
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int index = int(texelColor.r*255.0);
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ivec3 color = ivec3(0);
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ivec3 color = ivec3(0);
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// NOTE: On GLSL 100 we are not allowed to index a uniform array by a variable value,
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// NOTE: On GLSL 100 we are not allowed to index a uniform array by a variable value,
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// a constantmust be used, so this logic...
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// a constant must be used, so this logic...
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if (index == 0) color = palette[0];
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if (index == 0) color = palette[0];
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else if (index == 1) color = palette[1];
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else if (index == 1) color = palette[1];
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else if (index == 2) color = palette[2];
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else if (index == 2) color = palette[2];
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@ -34,8 +35,9 @@ void main()
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else if (index == 6) color = palette[6];
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else if (index == 6) color = palette[6];
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else if (index == 7) color = palette[7];
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else if (index == 7) color = palette[7];
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//gl_FragColor = texture2D(palette, texelColor.xy); // Alternative to ivec3
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// Calculate final fragment color. Note that the palette color components
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// Calculate final fragment color. Note that the palette color components
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// are defined in the range [0, 255] and need to be normalized to [0, 1]
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// are defined in the range [0..255] and need to be normalized to [0..1]
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// for OpenGL to work.
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gl_FragColor = vec4(float(color.x)/255.0, float(color.y)/255.0, float(color.z)/255.0, texelColor.a);
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gl_FragColor = vec4(float(color.x)/255.0, float(color.y)/255.0, float(color.z)/255.0, texelColor.a);
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}
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}
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@ -1,6 +1,6 @@
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#version 330
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#version 330
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const int colors = 8;
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const int MAX_INDEXED_COLORS = 8;
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// Input fragment attributes (from fragment shader)
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// Input fragment attributes (from fragment shader)
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in vec2 fragTexCoord;
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in vec2 fragTexCoord;
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@ -8,7 +8,8 @@ in vec4 fragColor;
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// Input uniform values
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform ivec3 palette[colors];
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uniform ivec3 palette[MAX_INDEXED_COLORS];
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//uniform sampler2D palette; // Alternative to ivec3, palette provided as a 256x1 texture
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// Output fragment color
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// Output fragment color
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out vec4 finalColor;
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out vec4 finalColor;
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@ -16,15 +17,17 @@ out vec4 finalColor;
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void main()
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void main()
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{
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{
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// Texel color fetching from texture sampler
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// Texel color fetching from texture sampler
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// NOTE: The texel is actually the a GRAYSCALE index color
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vec4 texelColor = texture(texture0, fragTexCoord)*fragColor;
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vec4 texelColor = texture(texture0, fragTexCoord)*fragColor;
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// Convert the (normalized) texel color RED component (GB would work, too)
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// Convert the (normalized) texel color RED component (GB would work, too)
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// to the palette index by scaling up from [0, 1] to [0, 255].
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// to the palette index by scaling up from [0..1] to [0..255]
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int index = int(texelColor.r*255.0);
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int index = int(texelColor.r*255.0);
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ivec3 color = palette[index];
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ivec3 color = palette[index];
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//finalColor = texture(palette, texelColor.xy); // Alternative to ivec3
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// Calculate final fragment color. Note that the palette color components
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// Calculate final fragment color. Note that the palette color components
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// are defined in the range [0, 255] and need to be normalized to [0, 1]
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// are defined in the range [0..255] and need to be normalized to [0..1]
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// for OpenGL to work.
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finalColor = vec4(color/255.0, texelColor.a);
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finalColor = vec4(color/255.0, texelColor.a);
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}
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}
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4
src/external/rl_gputex.h
vendored
4
src/external/rl_gputex.h
vendored
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@ -229,7 +229,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
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}
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}
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}
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}
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}
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}
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else if (header->ddspf.flags == 0x40 && header->ddspf.rgb_bit_count == 24) // DDS_RGB, no compressed
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else if ((header->ddspf.flags == 0x40) && (header->ddspf.rgb_bit_count == 24)) // DDS_RGB, no compressed
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{
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{
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int data_size = image_pixel_size*3*sizeof(unsigned char);
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int data_size = image_pixel_size*3*sizeof(unsigned char);
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image_data = RL_MALLOC(data_size);
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image_data = RL_MALLOC(data_size);
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@ -238,7 +238,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
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*format = PIXELFORMAT_UNCOMPRESSED_R8G8B8;
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*format = PIXELFORMAT_UNCOMPRESSED_R8G8B8;
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}
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}
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else if (header->ddspf.flags == 0x41 && header->ddspf.rgb_bit_count == 32) // DDS_RGBA, no compressed
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else if ((header->ddspf.flags == 0x41) && (header->ddspf.rgb_bit_count == 32)) // DDS_RGBA, no compressed
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{
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{
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int data_size = image_pixel_size*4*sizeof(unsigned char);
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int data_size = image_pixel_size*4*sizeof(unsigned char);
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image_data = RL_MALLOC(data_size);
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image_data = RL_MALLOC(data_size);
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