mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-10 13:51:53 +09:00
each cloud now carry its own gamma value
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@@ -14,17 +14,63 @@ out vec4 fragColor;
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const vec2 boolean = vec2(0.0, 1.0);
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uniform vec2 gamma = vec2(10, 2.0); // vec2(gamma for RGB, gamma for A)
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uniform LOWP vec4 shadeCol;
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const float rgbGammas[16] = float[](
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0.2,
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0.3,
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0.4,
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0.5,
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0.7,
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0.9,
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1.1,
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1.3,
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1.7,
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2.1,
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2.5,
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2.9,
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3.7,
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4.5,
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5.3,
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6.1
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);
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const float aGammas[4] = float[](
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1.6,
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2.0,
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2.4,
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2.8
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);
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void main() {
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// vertex colour format:
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// rrrrrrMM ggggggLL bbbbbbAA aaaaaaaa
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// where:
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// rrrrrr: 6-bit red component
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// gggggg: 6-bit green component
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// bbbbbb: 6-bit blue component
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// MMLL: index to the rgbGammas
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// AA: index to the aGammas
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vec4 cloudCol = vec4(
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(int(v_color.r * 255) >> 2) * 4.0 / 255.0,
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(int(v_color.g * 255) >> 2) * 4.0 / 255.0,
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(int(v_color.b * 255) >> 2) * 4.0 / 255.0,
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v_color.a
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);
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float rgbGamma = rgbGammas[((int(v_color.r * 255) & 3) << 2) | (int(v_color.g * 255) & 3)];
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float aGamma = aGammas[int(v_color.b * 255) & 3];
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vec4 gamma = vec4(rgbGamma, rgbGamma, rgbGamma, aGamma);
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// cloud colour format:
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// r: bw diffuse map, g: normal, b: normal, a: bw diffuse alpha
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vec4 inCol = texture(u_texture, v_texCoords);
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vec4 rawCol = pow(inCol, gamma.xxxy);
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vec4 rawCol = pow(inCol, gamma);
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// do gradient mapping here
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vec4 outCol = fma(mix(shadeCol, v_color, rawCol.r), boolean.yyyx, rawCol * boolean.xxxy);
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vec4 outCol = fma(mix(shadeCol, cloudCol, rawCol.r), boolean.yyyx, rawCol * boolean.xxxy);
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fragColor = outCol * fma(v_color, boolean.xxxy, boolean.yyyx);
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fragColor = outCol * fma(cloudCol, boolean.xxxy, boolean.yyyx);
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}
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@@ -11,7 +11,7 @@ out vec2 v_texCoords;
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void main() {
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v_color = a_color;
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v_color.a = v_color.a * (255.0/254.0);
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v_color.a = v_color.a * (255.0/254.0); // GDX will crush the alpha value to 0,2,4,6,8,10,...,254; see com.badlogic.gdx.utils.NumberUtils.intToFloatColor
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v_texCoords = a_texCoord0;
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gl_Position = u_projTrans * a_position;
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}
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