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Copy path3DTexcacheRepackFS.glsl
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Copy path3DTexcacheRepackFS.glsl
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105 lines (95 loc) · 2.79 KB
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// Copyright 2026 ZironZ
// SPDX-License-Identifier: GPL-3.0-or-later
#version 140
uniform sampler2D Source;
uniform int uOutputFormat;
uniform int uBinaryAlpha;
uniform int uPreserveTransparentRGB;
uniform int uRGB6RepackPolicy;
smooth in vec2 fTexcoord;
#ifdef FILTERABLE_TEXTURE_CACHE
out vec4 oColor;
#else
out uvec4 oColor;
#endif
uint QuantizeRGB8ToRGB6LikeDS(float value)
{
value = clamp(value, 0.0, 255.0);
int value5 = clamp(int(floor((value / 8.0) + 0.5)), 0, 31);
if (value5 == 0)
return 0u;
return uint(value5 * 2 + 1);
}
uint QuantizeRGB8ToRGB6Roundtrip(float value)
{
value = clamp(value, 0.0, 255.0);
return uint(clamp(floor(value * (63.0 / 255.0) + 0.5), 0.0, 63.0));
}
uint QuantizeRGB8ToRGB6(float value)
{
return uRGB6RepackPolicy == 1
? QuantizeRGB8ToRGB6Roundtrip(value)
: QuantizeRGB8ToRGB6LikeDS(value);
}
uint QuantizeChannel(float value, float maxValue)
{
return uint(clamp(floor(value * maxValue + 0.5), 0.0, maxValue));
}
void main()
{
vec4 color = texture(Source, fTexcoord);
if (uBinaryAlpha != 0)
{
color.a = color.a >= 0.5 ? 1.0 : 0.0;
if (color.a == 0.0 && uPreserveTransparentRGB == 0)
color.rgb = vec3(0.0);
}
if (uOutputFormat == 0)
{
#ifdef FILTERABLE_TEXTURE_CACHE
oColor = vec4(
float(QuantizeRGB8ToRGB6(color.r * 255.0)),
float(QuantizeRGB8ToRGB6(color.g * 255.0)),
float(QuantizeRGB8ToRGB6(color.b * 255.0)),
float(QuantizeChannel(color.a, 31.0))) / 255.0;
#else
oColor = uvec4(
QuantizeRGB8ToRGB6(color.r * 255.0),
QuantizeRGB8ToRGB6(color.g * 255.0),
QuantizeRGB8ToRGB6(color.b * 255.0),
QuantizeChannel(color.a, 31.0));
#endif
}
else if (uOutputFormat == 1)
{
#ifdef FILTERABLE_TEXTURE_CACHE
oColor = vec4(
float(QuantizeChannel(color.r, 255.0)),
float(QuantizeChannel(color.g, 255.0)),
float(QuantizeChannel(color.b, 255.0)),
float(QuantizeChannel(color.a, 255.0))) / 255.0;
#else
oColor = uvec4(
QuantizeChannel(color.r, 255.0),
QuantizeChannel(color.g, 255.0),
QuantizeChannel(color.b, 255.0),
QuantizeChannel(color.a, 255.0));
#endif
}
else
{
#ifdef FILTERABLE_TEXTURE_CACHE
oColor = vec4(
float(QuantizeChannel(color.b, 255.0)),
float(QuantizeChannel(color.g, 255.0)),
float(QuantizeChannel(color.r, 255.0)),
float(QuantizeChannel(color.a, 255.0))) / 255.0;
#else
oColor = uvec4(
QuantizeChannel(color.b, 255.0),
QuantizeChannel(color.g, 255.0),
QuantizeChannel(color.r, 255.0),
QuantizeChannel(color.a, 255.0));
#endif
}
}