2022-03-11 22:17:04 +00:00
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// SPDX-License-Identifier: MIT
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//
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2023-12-26 10:10:19 +00:00
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// ES-DE
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2022-03-11 22:17:04 +00:00
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// core.glsl
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//
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2023-08-20 17:41:07 +00:00
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// Core shader functionality.
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2022-03-11 22:17:04 +00:00
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//
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// Vertex section of code:
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2022-03-14 23:14:06 +00:00
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#if defined(VERTEX)
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2022-03-11 22:17:04 +00:00
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uniform mat4 MVPMatrix;
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in vec2 positionVertex;
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in vec2 texCoordVertex;
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in vec4 colorVertex;
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out vec2 position;
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out vec2 texCoord;
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out vec4 color;
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void main(void)
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{
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gl_Position = MVPMatrix * vec4(positionVertex.xy, 0.0, 1.0);
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position = positionVertex;
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texCoord = texCoordVertex;
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color.abgr = colorVertex.rgba;
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2022-03-11 22:17:04 +00:00
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}
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// Fragment section of code:
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#elif defined(FRAGMENT)
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2022-03-11 22:17:04 +00:00
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2022-03-13 22:52:32 +00:00
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#ifdef GL_ES
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2023-12-23 18:29:43 +00:00
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precision highp float;
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#endif
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in vec2 position;
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in vec2 texCoord;
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in vec4 color;
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uniform vec2 texSize;
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uniform vec4 clipRegion;
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uniform float brightness;
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uniform float saturation;
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uniform float opacity;
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uniform float dimming;
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uniform float cornerRadius;
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uniform float reflectionsFalloff;
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uniform uint shaderFlags;
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uniform sampler2D textureSampler0;
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uniform sampler2D textureSampler1;
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out vec4 FragColor;
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// shaderFlags:
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// 0x00000001 - Premultiplied alpha (BGRA)
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// 0x00000002 - Font texture
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// 0x00000004 - Post processing
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// 0x00000008 - Clipping
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// 0x00000010 - Screen rotated 90 or 270 degrees
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// 0x00000020 - Rounded corners
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// 0x00000040 - Rounded corners with no anti-aliasing
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// 0x00000080 - Convert pixel format
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void main()
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{
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// Discard any pixels outside the clipping region.
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if (0x0u != (shaderFlags & 0x8u)) {
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if (position.x < clipRegion.x)
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discard;
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else if (position.y < clipRegion.y)
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discard;
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else if (position.x > clipRegion.z)
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discard;
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else if (position.y > clipRegion.w)
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discard;
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}
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2023-11-20 20:33:16 +00:00
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vec4 sampledColor;
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// Pixel format conversion is sometimes required as not all mobile GPUs support all
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// OpenGL operations in BGRA format.
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if (0x0u != (shaderFlags & 0x80u))
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sampledColor.bgra = texture(textureSampler0, texCoord);
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else
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sampledColor = texture(textureSampler0, texCoord);
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// Rounded corners.
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if (0x0u != (shaderFlags & 0x20u) || 0x0u != (shaderFlags & 0x40u)) {
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float cornerRadiusClamped = cornerRadius;
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// Don't go beyond half the width and height.
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if (cornerRadiusClamped > texSize.x / 2.0)
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cornerRadiusClamped = texSize.x / 2.0;
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if (cornerRadiusClamped > texSize.y / 2.0)
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cornerRadiusClamped = texSize.y / 2.0;
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vec2 center = position - texSize / 2.0;
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vec2 q = abs(center) - (vec2(texSize.x / 2.0, texSize.y / 2.0) - cornerRadiusClamped);
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float pixelDistance = length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - cornerRadiusClamped;
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if (pixelDistance > 0.0) {
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discard;
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}
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else {
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float pixelValue;
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if (0x0u != (shaderFlags & 0x20u))
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pixelValue = 1.0 - smoothstep(-0.75, 0.5, pixelDistance);
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else
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pixelValue = 1.0;
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feat/update-noruntime (#11)
* Documentation update
* Added the NooDS RetroArch core as an alternative emulator for the gba and nds systems
* Documentation update
* Updated the archive/el_GR.po file
* Fixed an issue where MD5 hashes were calculated when using the single-game scraper
* Refactored the helpsystem code and added support for using an arbitrary amount of helpsystem elements
* Removed the obsolete HelpStyle code
* Fixed some Clang compiler warnings
* Added 'thumbstickclick' as a supported 'entries' property value for the helpsystem element
* Documentation update
* Added 'lr' and 'ltrt' as supported 'entries' property values for the helpsystem element
* Documentation update
* Made it possible to set per-element icon overrides for the helpsystem element
* Fixed an issue where the helpsystem icons were sometimes not getting updated
* Fixed an issue where the default helpsystem element was not displayed if there was no theme configuration for it
* Eliminated some unnecessary helpsystem updates
* Changed a code comment
* Added 'imageSize', 'imageMaxSize', 'imageCropSize' and 'imageCropPos' properties to the video element
* Documentation update
* Added support for a 'none' value to the helpsystem element scope property
* Documentation update
* Rewrote the logic for the 'none' value for the helpsystem element scope property
* Added 'rotation' and 'rotationOrigin' properties to the helpsystem element
* Documentation update
* Added an 'entryLayout' property to the helpsystem element
* Added support for a 'none' value to the video element imageType property
* Documentation update
* Added a 'fadeInType' property to the video element
* Documentation update
* Added a clock element and a corresponding menu entry
* Documentation update
* Adjusted the default position for the clock
* Fixed an issue where applying rounded corners caused rendering artfifacts if the texture did not use premultiplied alpha
* Added a BackgroundComponent to replace NinePatchComponent for rendering menu and popup backgrounds
* Rewrote most components to use BackgroundComponent instead of NinePatchComponent
* Removed the obsolete frame.png and frame.svg graphics resource files
* Increased the background blur slightly when a menu is open
* Removed an unused variable
* Small adjustment to the GuiInfoPopup corner roundness
* Made the menu and launch screen scale up at the same speed regardless of the display refresh rate
* Documentation update
* (Linux) Added support for the Flatpak release of Ruffle
* Added the .ruf file extension to the flash system
* Fixed an issue where the DateTimeComponent gamelist fadeout didn't work correctly
* Changed the rendering order so that the clock is rendered above the textlist quick scrolling overlay
* Added an option to completely disable the game launch screen
* Added a screensaver-game-select custom event
* Added game-select and system-select custom events and a corresponding 'Browsing custom events' menu option
* (Linux) Changed the AppImage find rule for Mandarine to mandarine-qt*.AppImage
* Documentation update
* Made a HelpComponent function private instead of public
* (iOS) Fixed a build issue
* Added support for building against ICU 76.1 and later
* Added a SystemStatus class to poll Bluetooth, Wi-Fi, cellular and battery information from the operating system
* Fixed an issue where the wrong SystemStatus Wi-Fi debug info was shown
* (Android) Changed system status polling to run on the main thread
* (Windows) Fixed a typo that caused a build error
* (Linux) Fixed an issue where the battery was not detected
* (macOS) Fixed an issue where the battery capacity was not calculated correctly
* (Windows) Fixed a linker error due to two missing libraries
* (Linux) Added the BlueZ library as a dependency
* (Linux) Added the BlueZ library as a dependency
* Added a CMake find module for BlueZ
* (Linux) Fixed a CMake find module name mismatch for BlueZ
* Changed the CMake configuration to only check for the BlueZ library on Linux and not on FreeBSD
* Changed a CMake configuration comment
* OCD commit
* (Linux) Added support for checking for multiple Bluetooth adapters
* Disabled system status polling on FreeBSD and Haiku
* Added clamping to the battery capacity to work around buggy OS drivers
* Added system status indicator icons
* Added a system status component
* (Android) Fixed an issue where there was a PLACEHOLDER entry present for the consolearcade system in the es_systems.xml file
* Added menu options to toggle the system status indicators
* Fixed some issues with the system status indicators
* Fixed an issue where the battery text was not updated correctly when changing its menu option
* Documentation update
* (macOS) Added a NSBluetoothAlwaysUsageDescription key to the Info.plist file
* Fixed an issue where the battery percentage text was sometimes shown when it shouldn't have been
* Fixed an issue where some theme properties did not load correctly for the clock element
* Reorganized the positions of the systemstatus and clock elements in ThemeData
* (linear-es-de) Added configuration for the systemstatus and clock elements
* Made a small adjustment to the systemstatus element's default position
* (linear-es-de) Small adjustment to the position of the systemstatus element
* Changed SystemStatusComponent to use a height property instead of a size property
* (linear-es-de) Updated the theme config to use a height property for the systemstatus element
* Documentation update
* (linear-es-de) Relocated the configuration for the systemstatus and clock elements
* Removed the backgroundMargins and lineSpacing properties for the clock element and added backgroundColorEnd, backgroundGradientType and backgroundPadding
* (linear-es-de) Removed an obsolete property for the clock element
* (modern-es-de) Added systemstatus and clock configuration
* (slate-es-de) Added systemstatus and clock configuration
* Fixed a rendering issue when combining rotation and background padding for the clock element
* Added backgroundColor, backgroundColorEnd, backgroundGradientType, backgroundPadding and backgroundCornerRadius properties to the helpsystem element
* Added 'rotation' and 'rotationOrigin' properties to the systemstatus element
* Documentation update
* Added libgallium to the TSAN_suppressions file
* Added a compensation for a strange helpsystem sizing issue when drawing the element background
* Fixed an issue where the override for the 'battery_low' systemstatus icon did not work
* Added two sorting flags to make the translation update script generate identical output across different machines
* Changed the .po update script to not use fuzzy matching
* Added a .continueignore entry to the .gitignore file
* Updated all .po files with the new translation messages
* Updated the en_US and en_GB translations
* Updated the sv_SE translations
* (Android) Added MAME4droid Current emulator entries for all systems where MAME4droid 2024 was supported
Also changed from MAME4droid 2024 to MAME4droid Current for all systems where only this emulator was supported
* (Linux) Added a find rule entry for the new PCSX2 binary name (pcsx2)
* (Linux) Added a find rule entry for the new DuckStation binary name (duckstation)
* Added the b2 RetroArch core as an alternative emulator for the bbcmicro system
* Documentation update
* Updated SDL to 2.32.2
* Updated the MAME index files to include ROMs up to MAME version 0.275
* Bundled the February 2025 release of the Mozilla TLS/SSL certificates
* Documentation update
* Updated the nl_NL translations
* Updated the ro_RO translations
* Updated the fr_FR translations
* Updated the pt_BR translations
* Updated the it_IT translations
* Updated the fr_FR translations
* Updated the ko_KR translations
* Updated the es_ES translations
* Updated the de_DE translations
* Updated the es_ES translations
* Updated the ro_RO translations
* Updated the ru_RU translations
* Updated the ja_JP translations
* Updated the zh_CN translations
* Updated the sv_SE translations
* Updated the ca_ES translations
* Added a 'scope' property to the systemstatus and clock elements
* Documentation update
* Updated the pl_PL translations
* (linear-es-de) Added system metadata translations for 15 languages
* Added support for the Vircon32 Virtual Console (vircon32) game system
* (linear-es-de) Added support for the Vircon32 Virtual Console (vircon32) game system
* (modern-es-de) Added support for the Vircon32 Virtual Console (vircon32) game system
* (slate-es-de) Added support for the Vircon32 Virtual Console (vircon32) game system
* Documentation update
* Added the .m3u file extension to the sega32x, sega32xjp and sega32xna systems
* (Android) Added a find rule entry for the new Cemu package name
* Added A7800 standalone as an alternative emulator for the atari7800 system on Linux and Windows
* (Linux) Added XM6 TypeG Wine and XM6 TypeG Proton as alternative emulators for the x68000 system
Also added XM6 TypeG standalone as an alternative emulator for the x68000 system on Windows
* (Android) Added Azahar standalone as an alternative emulator for the n3ds system
* Documentation update
* (Linux) Added MFME Wine and MFME Proton as alternative emulators for the arcade system
Also added MFME standalone as an alternative emulator for the arcade system on Windows
* Added a %ROMRAWWIN% variable
* (Linux) Added support for the manually downloaded release of Mesen
* Added Mesen standalone as an alternative emulator for the colecovision, wonderswan and wonderswancolor systems on Linux and Windows
* Added Azahar standalone as an alternative emulator for the n3ds system on Linux and Windows
* Documentation update
* Made a small adjustment to the button_y_PS helpsystem button
* Updated the de_DE translations
* Updated the de_DE translations
* Updated the zh_TW translations
* Documentation update
* Fixed some segfaults that could occur during emergency shutdown
* Improved the cleanup on window deinit
* Fixed a crash on window deinit
* Fixed a rare issue where reloading the application could lead to a crash
* Optimized HelpComponent updates by caching the icons
* The HelpComponent icon cache is now cleared when pressing ctrl-r
* Added an 'entryRelativeScale' property to the helpsystem element
* Fixed a code comment typo
* Documentation update
* Updated the sv_SE translations
* (linear-es-de) Adjusted the relative scale between the icons and text for the helpsystem element
* Split the backgroundPadding property into backgroundHorizontalPadding and backgroundVerticalPadding properties for the helpsystem, systemstatus and clock elements
* (slate-es-de) Updated to use the new backgroundHorizontalPadding and backgroundVerticalPadding properties for the systemstatus and clock elements
* Documentation update
* The LANG and LANGUAGE variables are now set explicitly to the UTF-8 character encoding on Linux, macOS and Android
* (modern-es-de) Adjusted the relative scale between the icons and text for the helpsystem element
* Added the bsnes-jg RetroArch core as an alternative emulator for the satellaview, sfc, snes, snesna and sufami systems
* (Windows) Fixed an issue where there could be double quotation marks added to the launch command under some special circumstances
* Enabled directories interpreted as files with MAME RetroArch for the apple2, apple2gs and fmtowns systems on Linux, macOS and Windows
* (Windows) Added back accidentally deleted MAME standalone entry for the apple2 system
* Documentation update
* (Windows) Made the hack to remove double quotation marks on game launch slightly less dangerous
* Simplified a number of HelpComponent function and variable names
* (Android) The launch sound is no longer played if the launch screen is set as disabled
* The launch sound is now always stopped when returning to ES-DE after a game launch
* The launch sound is no longer played if the launch screen is set as disabled when built with the DEINIT_ON_LAUNCH option
* Prevented the launch sound from getting stopped when running in the background on game launch
* Updated the de_DE translations
* Fixed an issue where the menus would sometimes contain fractional rows
* Updated the ko_KR translations
* (Android) Added SkyEmu standalone as an alternative emulator for the gb, gba, gbc and nds systems
* Documentation update
* Added support for the 8:7 display aspect ratio
* Added translations for the '8:7 vertical' message
* Documentation update
* Documentation update
* Fixed an issue where a double free in GuiLaunchScreen could cause an unclean application shutdown
* Updated the archive/el_GR.po file
* (Linux) Added MFME Wine and MFME Proton as alternative emulators for the mame system
Also added MFME standalone as an alternative emulator for the mame system on Windows
* (Linux) Added find rule entries for Lindbergh Loader
* Added initial support for the Microsoft Xbox One (xboxone) game system
* (linear-es-de) Added support for the Microsoft Xbox One (xboxone) game system
* (modern-es-de) Added support for the Microsoft Xbox One (xboxone) game system
* (slate-es-de) Added support for the Microsoft Xbox One (xboxone) game system
* Documentation update
* Added support for the Sega Mark III (mark3) game system
* (linear-es-de) Added support for the Sega Mark III (mark3) game system
* (modern-es-de) Added support for the Sega Mark III (mark3) game system
* (slate-es-de) Added support for the Sega Mark III (mark3) game system
* Documentation update
* Added support for the Sony PlayStation 4 (ps4) game system on Linux, macOS and Windows
* Updated the archive/el_GR.po file
* Documentation update
* (Linux) Moved an emulator entry in es_find_rules.xml that was not sorted correctly
* (Android) Added a find rule entry for the Pizza Boy SC Basic emulator
* Added the CannonBall and Mr.Boom RetroArch cores as alternative emulators for the ports system
* Documentation update
* Updated the dummy ROMs archives with the latest systems
* Added RPCS3 Game Serial as an alternative emulator for the consolearcade and ps3 systems on Linux, macOS and Windows
* Documentation update
* (linear-es-de) Updated the system metadata for the mark3, vircon32 and xboxone systems
* (linear-es-de) Added zh_TW metadata translations for most systems
* (linear-es-de) Added zh_TW metadata translations for some systems
* (linear-es-de) Updated the system metadata for some systems
Also removed two obsolete system metadata files
* (linear-es-de) Updated some sv_SE system metadata entries
* Fixed an issue where the update_version_string.sh script would not update the Info.plist file correctly
* Bumped the version to 3.2.0
* Fixed a potential crash when disabling the help prompts
* Updated "update from upstream"script to fetch `stable-3.2`
* Added HelpStyle definition if def RETRODECK
* Removed HelpStyle (was introduced by RetroDECK)
* Added dependencies for ES-DE 3.2.0: dav1d, bluez, libvpx e icu
* fix(manifest): libvpx hash
* fix(manifest): update ICU source SHA256 hash
* fix(icu): change build system to simple and update build commands
* fix(icu): switch build system to autotools and update build directory structure
* fix(es-de): remove ICU dependency and update build options for ES-DE for statically linking it
* Documentation update
* feat(manifest): update runtime version to 6.8
* feat(automation): added the AppImage build job
* feat(build): install PipeWire development dependencies for ES-DE workflow
* feat(build): update dependencies for ES-DE workflow
* feat(workflow): add job to check and delete empty releases after builds
* fix(build): update release notes format in build workflow [skip ci]
* Triggering build
* feat(build): add Bluetooth development dependencies and improve AppImage naming
* feat(build): rename AppImage output for ES-DE to RetroDECK format
* feat(build): update script for RetroDECK AppImage creation
* feat(build): add bcm_host and brcmegl dependencies to build workflow
* feat(build): replace brcmegl with fuse in dependency installation
* Documentation update for the 3.2.0 release
* feat(manifest): reverted runtime version to 6.7 in application YAML
---------
Co-authored-by: Leon Styhre <leon.styhre@nw-soft.com>
2025-04-08 04:33:45 +00:00
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if (0x0u != (shaderFlags & 0x01u))
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sampledColor *= pixelValue;
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else
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sampledColor.a *= pixelValue;
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2023-08-20 17:41:07 +00:00
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}
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}
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2022-12-14 19:17:41 +00:00
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// Brightness.
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2022-12-14 22:09:17 +00:00
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if (brightness != 0.0) {
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2022-12-15 18:13:37 +00:00
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sampledColor.rgb /= sampledColor.a;
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2022-12-14 22:09:17 +00:00
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sampledColor.rgb += 0.3 * brightness;
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sampledColor.rgb *= sampledColor.a;
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}
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2022-12-14 19:17:41 +00:00
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2023-03-03 21:37:39 +00:00
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// Saturation, except for font textures.
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if (saturation != 1.0 && 0x0u == (shaderFlags & 0x2u)) {
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2022-12-12 19:21:22 +00:00
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vec3 grayscale;
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// Premultiplied textures are all in BGRA format.
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if (0x0u != (shaderFlags & 0x01u))
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2022-12-13 21:45:05 +00:00
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grayscale = vec3(dot(sampledColor.bgr, vec3(0.114, 0.587, 0.299)));
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2022-12-12 19:21:22 +00:00
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else
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2022-12-13 21:45:05 +00:00
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grayscale = vec3(dot(sampledColor.rgb, vec3(0.299, 0.587, 0.114)));
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2022-12-12 19:21:22 +00:00
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vec3 blendedColor = mix(grayscale, sampledColor.rgb, saturation);
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sampledColor = vec4(blendedColor, sampledColor.a);
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}
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2022-03-13 22:52:32 +00:00
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// For fonts the alpha information is stored in the red channel.
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2022-10-27 22:08:41 +00:00
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if (0x0u != (shaderFlags & 0x2u))
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2022-03-14 23:14:06 +00:00
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sampledColor = vec4(1.0, 1.0, 1.0, sampledColor.r);
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2022-03-13 22:52:32 +00:00
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2022-10-28 19:41:55 +00:00
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// We need different color calculations depending on whether the texture contains
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// premultiplied alpha or straight alpha values.
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2022-10-27 22:08:41 +00:00
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if (0x0u != (shaderFlags & 0x01u)) {
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sampledColor.rgb *= color.rgb;
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sampledColor *= color.a;
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}
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else {
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sampledColor *= color;
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}
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2022-03-11 22:17:04 +00:00
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2023-03-03 21:37:39 +00:00
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// Saturation for font textures.
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if (saturation != 1.0 && 0x0u != (shaderFlags & 0x2u)) {
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vec3 grayscale = vec3(dot(sampledColor.rgb, vec3(0.299, 0.587, 0.114)));
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vec3 blendedColor = mix(grayscale, sampledColor.rgb, saturation);
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sampledColor = vec4(blendedColor, sampledColor.a);
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}
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2022-10-27 22:08:41 +00:00
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// When post-processing we drop the alpha channel to avoid strange issues with some
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// graphics drivers.
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if (0x0u != (shaderFlags & 0x4u))
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2022-03-14 23:14:06 +00:00
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sampledColor.a = 1.0;
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2022-03-12 16:57:59 +00:00
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2022-03-11 22:17:04 +00:00
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// Opacity.
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2022-10-27 22:08:41 +00:00
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if (opacity != 1.0) {
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if (0x0u == (shaderFlags & 0x01u))
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sampledColor.a *= opacity;
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else
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sampledColor *= opacity;
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}
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2022-03-11 22:17:04 +00:00
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2022-10-28 19:41:55 +00:00
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// Dimming.
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2022-03-14 23:14:06 +00:00
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if (dimming != 1.0) {
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vec4 dimColor = vec4(dimming, dimming, dimming, 1.0);
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2022-03-13 22:52:32 +00:00
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sampledColor *= dimColor;
|
2022-03-12 13:22:27 +00:00
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}
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2022-03-11 22:17:04 +00:00
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|
2022-04-18 19:37:58 +00:00
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// Reflections falloff.
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if (reflectionsFalloff > 0.0)
|
2022-10-27 22:08:41 +00:00
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sampledColor.argb *= mix(0.0, 1.0, reflectionsFalloff - position.y) / reflectionsFalloff;
|
2022-04-18 19:37:58 +00:00
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|
2022-03-13 22:52:32 +00:00
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FragColor = sampledColor;
|
2022-03-11 22:17:04 +00:00
|
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}
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#endif
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