From 4a7cff8f634122314d0bb4766795ea2d1e652ed4 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Fri, 14 Apr 2023 16:39:57 +0100 Subject: Handle different mapmodes in basic shader --- gfx/gl/shaders/basicShader.fs | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) (limited to 'gfx') diff --git a/gfx/gl/shaders/basicShader.fs b/gfx/gl/shaders/basicShader.fs index 8a72e6d..57eaba2 100644 --- a/gfx/gl/shaders/basicShader.fs +++ b/gfx/gl/shaders/basicShader.fs @@ -7,12 +7,37 @@ include(`geometryOut.glsl') layout(binding = 0) uniform sampler2D texture0; layout(binding = 1) uniform usampler2DRect material; +float map(uint mapmode, float value) +{ + switch (mapmode) { + case 0u: // Repeat + return fract(value); + case 1u: // Clamp to edge + return clamp(0.0, 1.0, value); + case 2u: // Mirror + discard; + case 3u: // Decal + if (value != clamp(0.0, 1.0, value)) { + discard; + } + } + return 0; +} + +vec2 map(uint mapmodeU, uint mapmodeV, vec2 value) +{ + return vec2(map(mapmodeU, value.x), map(mapmodeV, value.y)); +} + vec4 getTextureColour(uint midx, vec2 uv) { if (midx > 0u) { const vec2 tSize = textureSize(texture0, 0); const vec4 sPosSize = texture(material, uvec2(0, midx - 1u)); - uv = (sPosSize.xy + sPosSize.zw * fract(uv)) / tSize; + const uvec4 sMode = texture(material, uvec2(1, midx - 1u)); + const uint mapmodeU = sMode.x & 0xFu; + const uint mapmodeV = (sMode.x & 0xF0u) >> 1; + uv = (sPosSize.xy + sPosSize.zw * map(mapmodeU, mapmodeV, uv)) / tSize; } return texture(texture0, uv); } -- cgit v1.2.3