#import "Common/ShaderLib/Common.glsllib" | |
vec3 Texture_GetNormal(in sampler2D normalMap, in vec2 texCoord){ | |
#ifdef NORMAL_LATC | |
return Common_UnpackNormalLA( texture2D(normalMap, texCoord) ); | |
#else | |
return Common_UnpackNormal( texture2D(normalMap, texCoord).rgb ); | |
#endif | |
} | |
#ifdef DXT_YCOCG | |
const mat4 ycocg_mat = mat4( 1.0, -1.0, 0.0, 1.0, | |
0.0, 1.0, -0.5 * 256.0 / 255.0, 1.0, | |
-1.0, -1.0, 256.0 / 255.0, 1.0, | |
0.0, 0.0, 0.0, 0.0 ); | |
#endif | |
vec4 Texture_GetColor(in sampler2D colorMap, in vec2 texCoord){ | |
#ifdef DXT_YCOCG | |
vec4 color = texture2D(colorMap, texCoord); | |
// fast YCoCg decode: | |
color.z = 1.0 / ((color.z * ( 255.0 / 8.0 )) + 1.0); | |
color.xy *= color.z; | |
return color * ycocg_mat; | |
// slow decode: | |
//float Y = color.a; | |
//float scale = 1.0 / ((255.0 / 8.0) * color.b + 1.0); | |
//const float offset = 128.0 / 255.0; | |
//float Co = (color.r - offset) * scale; | |
//float Cg = (color.g - offset) * scale; | |
//float R = Y + Co - Cg; | |
//float G = Y + Cg; | |
//float B = Y - Co - Cg; | |
//return vec4(R, G, B, 1.0); | |
#else | |
return texture2D(colorMap, texCoord); | |
#endif | |
} |