texture2D() is no longer supported by modern opengl, use texture() instead.
68 lines
1.3 KiB
GLSL
68 lines
1.3 KiB
GLSL
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flat in vec4 finalColor;
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#ifndef USE_WIRE
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in vec2 texCoord_interp;
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#endif
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out vec4 fragColor;
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#ifndef USE_WIRE
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uniform sampler2D image;
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#endif
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uniform int depthMode;
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uniform bool useAlphaTest;
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float linearrgb_to_srgb(float c)
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{
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if (c < 0.0031308) {
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return (c < 0.0) ? 0.0 : c * 12.92;
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}
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else {
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return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
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}
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}
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vec4 texture_read_as_srgb(sampler2D tex, vec2 co)
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{
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/* By convention image textures return scene linear colors, but
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* overlays still assume srgb. */
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vec4 color = texture(tex, co);
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color.r = linearrgb_to_srgb(color.r);
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color.g = linearrgb_to_srgb(color.g);
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color.b = linearrgb_to_srgb(color.b);
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return color;
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}
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void main()
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{
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#ifdef USE_WIRE
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fragColor = finalColor;
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#else
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vec4 tex_col = texture_read_as_srgb(image, texCoord_interp);
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fragColor = finalColor * tex_col;
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if (useAlphaTest) {
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/* Arbitrary discard anything below 5% opacity.
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* Note that this could be exposed to the User. */
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if (tex_col.a < 0.05) {
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discard;
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}
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else {
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fragColor.a = 1.0;
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}
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}
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#endif
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if (depthMode == DEPTH_BACK) {
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gl_FragDepth = 0.999999;
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}
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else if (depthMode == DEPTH_FRONT) {
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gl_FragDepth = 0.000001;
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}
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else if (depthMode == DEPTH_UNCHANGED) {
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gl_FragDepth = gl_FragCoord.z;
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}
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}
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