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Cube.shader
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Cube.shader
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// #o3d VertexShaderEntryPoint vertexShaderFunction
// #o3d PixelShaderEntryPoint pixelShaderFunction
// #o3d MatrixLoadOrder RowMajor
float4x4 worldViewProjection : WorldViewProjection;
bool Solid;
bool IgnoreColorModifiers;
bool EditMode;
bool PeerThrough;
float Number;
bool DimNumber;
bool HideNumber;
float SpacesHint;
bool FailedBreak;
bool Painted;
float4 PaintedColor;
bool Finished;
float4 FinishedColor;
bool Debug;
bool ShowGuaranteed;
bool Guaranteed;
sampler NumberTexSampler;
sampler SymbolTexSampler;
struct VertexShaderInput
{
float4 position : POSITION;
float3 normal : NORMAL;
float2 tex : TEXCOORD0;
};
struct PixelShaderInput
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
float3 normal : TEXCOORD1;
float4 color : COLOR;
};
float4 getFinishedColor( in float3 Normal )
{
float Diffuse = 1.0;
if ( Normal.x != 0 )
{
Diffuse = 1.0;
} else if ( Normal.y != 0 )
{
Diffuse = 0.9;
} else if ( Normal.z != 0 )
{
Diffuse = 0.8;
}
float4 Color;
Color.x = FinishedColor.x * Diffuse;
Color.y = FinishedColor.y * Diffuse;
Color.z = FinishedColor.z * Diffuse;
Color.a = FinishedColor.a;
return Color;
}
float4 getDebugColor()
{
if ( Solid )
{
return float4( 0.8, 1.0, 0.8, 1.0 );
} else
{
return float4( 1.0, 0.8, 0.8, 1.0 );
}
}
float4 getGuaranteedColor()
{
if ( Guaranteed )
{
return float4( 0.8, 0, 0.8, 1 );
} else
{
return float4( 1.0, 1.0, 1.0, 1.0 );
}
}
PixelShaderInput vertexShaderFunction(VertexShaderInput input)
{
PixelShaderInput output;
output.position = mul(input.position, worldViewProjection);
output.tex = input.tex;
output.normal = input.normal;
output.color = float4( 1, 1, 1, 1);
if ( !PeerThrough )
{
if ( Debug )
{
output.color = output.color * getDebugColor();
}
if ( ShowGuaranteed )
{
output.color = output.color * getGuaranteedColor();
}
if ( !IgnoreColorModifiers && ( Finished || EditMode ) )
{
output.color = output.color * getFinishedColor( input.normal );
}
}
return output;
}
float4 getNumberColor( in float2 TexUV )
{
if ( Number < 0 || Number > 9 )
{
return float4( 1, 1, 1, 1 );
}
float2 NumberTexUV = float2( TexUV.x / 10.0 + float(Number) / 10.0, TexUV.y );
float4 Color = tex2D(NumberTexSampler, NumberTexUV);
if ( DimNumber && Color.x < 1.0 && Color.y < 1.0 && Color.z < 1.0 ) // junk for blocking overdimming, fix this
{
return Color + 0.8;
}
return Color;
}
float4 getSpacesHintColor( in float2 TexUV )
{
float SymbolOffset = -1.0;
if ( SpacesHint == 1 )
{
SymbolOffset = 1.0 / 11.0;
} else if ( SpacesHint > 1 )
{
SymbolOffset = 2.0 / 11.0;
} else
{
return float4( 1, 1, 1, 1 );
}
float2 SymbolTexUV = float2( TexUV.x / 11.0 + SymbolOffset, TexUV.y );
float4 Color = tex2D(SymbolTexSampler, SymbolTexUV );
if ( DimNumber && Color.x < 1.0 && Color.y < 1.0 && Color.z < 1.0 ) // junk for blocking overdimming, fix this
{
return Color + 0.8;
}
return Color;
}
float4 getBorderColor( in float2 TexUV )
{
float2 BorderTex = float2( TexUV.x / 11.0, TexUV.y );
return tex2D(SymbolTexSampler, BorderTex );
}
float4 getFailedBreakColor( in float2 TexUV )
{
float2 BorderTex = float2( TexUV.x / 11.0 + 3.0 / 11.0, TexUV.y );
return tex2D(SymbolTexSampler, BorderTex );
}
float4 pixelShaderFunction(PixelShaderInput input): COLOR
{
if ( !IgnoreColorModifiers && ( !Finished || EditMode ) || IgnoreColorModifiers )
{
input.color = input.color * getBorderColor( input.tex );
}
if ( PeerThrough )
{
if ( input.color.x == 1 && input.color.y == 1 && input.color.z == 1 )
{
return float4( 0, 0, 0, 0 );
} else
{
input.color.a = 0.2;
}
return input.color;
}
if ( !IgnoreColorModifiers )
{
if ( !Finished && !EditMode )
{
if ( !HideNumber )
{
input.color = input.color * getNumberColor( input.tex );
input.color = input.color * getSpacesHintColor( input.tex );
}
if ( Painted || FailedBreak )
{
input.color = input.color * PaintedColor;
}
}
}
if ( FailedBreak )
{
input.color = input.color * getFailedBreakColor( input.tex );
}
return input.color;
}