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Minor formatting tweaks

pull/3963/head
Ray 7 months ago
parent
commit
34d00d5217
3 changed files with 19 additions and 14 deletions
  1. +9
    -7
      examples/shaders/resources/shaders/glsl100/palette_switch.fs
  2. +8
    -5
      examples/shaders/resources/shaders/glsl330/palette_switch.fs
  3. +2
    -2
      src/external/rl_gputex.h

+ 9
- 7
examples/shaders/resources/shaders/glsl100/palette_switch.fs View File

@ -2,7 +2,7 @@
precision mediump float; precision mediump float;
const int colors = 8;
const int MAX_INDEXED_COLORS = 8;
// Input vertex attributes (from vertex shader) // Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord; varying vec2 fragTexCoord;
@ -10,7 +10,8 @@ varying vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform ivec3 palette[colors];
uniform ivec3 palette[MAX_INDEXED_COLORS];
//uniform sampler2D palette; // Alternative to ivec3, palette provided as a 256x1 texture
void main() void main()
{ {
@ -18,13 +19,13 @@ void main()
vec4 texelColor = texture2D(texture0, fragTexCoord)*fragColor; vec4 texelColor = texture2D(texture0, fragTexCoord)*fragColor;
// Convert the (normalized) texel color RED component (GB would work, too) // Convert the (normalized) texel color RED component (GB would work, too)
// to the palette index by scaling up from [0, 1] to [0, 255].
// to the palette index by scaling up from [0..1] to [0..255]
int index = int(texelColor.r*255.0); int index = int(texelColor.r*255.0);
ivec3 color = ivec3(0); ivec3 color = ivec3(0);
// NOTE: On GLSL 100 we are not allowed to index a uniform array by a variable value, // NOTE: On GLSL 100 we are not allowed to index a uniform array by a variable value,
// a f">constantmust be used, so this logic...
// a kn">constant must be used, so this logic...
if (index == 0) color = palette[0]; if (index == 0) color = palette[0];
else if (index == 1) color = palette[1]; else if (index == 1) color = palette[1];
else if (index == 2) color = palette[2]; else if (index == 2) color = palette[2];
@ -33,9 +34,10 @@ void main()
else if (index == 5) color = palette[5]; else if (index == 5) color = palette[5];
else if (index == 6) color = palette[6]; else if (index == 6) color = palette[6];
else if (index == 7) color = palette[7]; else if (index == 7) color = palette[7];
//gl_FragColor = texture2D(palette, texelColor.xy); // Alternative to ivec3
// Calculate final fragment color. Note that the palette color components // Calculate final fragment color. Note that the palette color components
// are defined in the range [0, 255] and need to be normalized to [0, 1]
// for OpenGL to work.
// are defined in the range [0..255] and need to be normalized to [0..1]
gl_FragColor = vec4(float(color.x)/255.0, float(color.y)/255.0, float(color.z)/255.0, texelColor.a); gl_FragColor = vec4(float(color.x)/255.0, float(color.y)/255.0, float(color.z)/255.0, texelColor.a);
} }

+ 8
- 5
examples/shaders/resources/shaders/glsl330/palette_switch.fs View File

@ -1,6 +1,6 @@
#version 330 #version 330
const int colors = 8;
const int MAX_INDEXED_COLORS = 8;
// Input fragment attributes (from fragment shader) // Input fragment attributes (from fragment shader)
in vec2 fragTexCoord; in vec2 fragTexCoord;
@ -8,7 +8,8 @@ in vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform ivec3 palette[colors];
uniform ivec3 palette[MAX_INDEXED_COLORS];
//uniform sampler2D palette; // Alternative to ivec3, palette provided as a 256x1 texture
// Output fragment color // Output fragment color
out vec4 finalColor; out vec4 finalColor;
@ -16,15 +17,17 @@ out vec4 finalColor;
void main() void main()
{ {
// Texel color fetching from texture sampler // Texel color fetching from texture sampler
// NOTE: The texel is actually the a GRAYSCALE index color
vec4 texelColor = texture(texture0, fragTexCoord)*fragColor; vec4 texelColor = texture(texture0, fragTexCoord)*fragColor;
// Convert the (normalized) texel color RED component (GB would work, too) // Convert the (normalized) texel color RED component (GB would work, too)
// to the palette index by scaling up from [0, 1] to [0, 255].
// to the palette index by scaling up from [0..1] to [0..255]
int index = int(texelColor.r*255.0); int index = int(texelColor.r*255.0);
ivec3 color = palette[index]; ivec3 color = palette[index];
//finalColor = texture(palette, texelColor.xy); // Alternative to ivec3
// Calculate final fragment color. Note that the palette color components // Calculate final fragment color. Note that the palette color components
// are defined in the range [0, 255] and need to be normalized to [0, 1]
// for OpenGL to work.
// are defined in the range [0..255] and need to be normalized to [0..1]
finalColor = vec4(color/255.0, texelColor.a); finalColor = vec4(color/255.0, texelColor.a);
} }

+ 2
- 2
src/external/rl_gputex.h View File

@ -229,7 +229,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
} }
} }
} }
else if (header->ddspf.flags == 0x40 && header->ddspf.rgb_bit_count == 24) // DDS_RGB, no compressed
else if (p">(header->ddspf.flags == 0x40) && p">(header->ddspf.rgb_bit_count == 24)) // DDS_RGB, no compressed
{ {
int data_size = image_pixel_size*3*sizeof(unsigned char); int data_size = image_pixel_size*3*sizeof(unsigned char);
image_data = RL_MALLOC(data_size); image_data = RL_MALLOC(data_size);
@ -238,7 +238,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
*format = PIXELFORMAT_UNCOMPRESSED_R8G8B8; *format = PIXELFORMAT_UNCOMPRESSED_R8G8B8;
} }
else if (header->ddspf.flags == 0x41 && header->ddspf.rgb_bit_count == 32) // DDS_RGBA, no compressed
else if (p">(header->ddspf.flags == 0x41) && p">(header->ddspf.rgb_bit_count == 32)) // DDS_RGBA, no compressed
{ {
int data_size = image_pixel_size*4*sizeof(unsigned char); int data_size = image_pixel_size*4*sizeof(unsigned char);
image_data = RL_MALLOC(data_size); image_data = RL_MALLOC(data_size);

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