[Bug][Sprite] Use floats for variant shader recolor comparison (#5668)
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* Use float values for comparison

* Remove unused colorInt
This commit is contained in:
Sirz Benjie 2025-04-17 15:31:57 -05:00 committed by GitHub
parent 3a46aae687
commit b8b101119c
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GPG key ID: B5690EEEBB952194
4 changed files with 20 additions and 30 deletions

View file

@ -31,9 +31,9 @@ uniform vec2 texSize;
uniform float yOffset;
uniform float yShadowOffset;
uniform vec4 tone;
uniform ivec4 baseVariantColors[32];
uniform vec4 baseVariantColors[32];
uniform vec4 variantColors[32];
uniform ivec4 spriteColors[32];
uniform vec4 spriteColors[32];
uniform ivec4 fusionSpriteColors[32];
const vec3 lumaF = vec3(.299, .587, .114);
@ -69,7 +69,6 @@ float hue2rgb(float f1, float f2, float hue) {
vec3 rgb2hsl(vec3 color) {
vec3 hsl;
float fmin = min(min(color.r, color.g), color.b);
float fmax = max(max(color.r, color.g), color.b);
float delta = fmax - fmin;
@ -152,34 +151,23 @@ vec3 hsv2rgb(vec3 c) {
void main() {
vec4 texture = texture2D(uMainSampler[0], outTexCoord);
ivec4 colorInt = ivec4(texture*255.0);
for (int i = 0; i < 32; i++) {
if (baseVariantColors[i][3] == 0)
if (baseVariantColors[i].a == 0.0)
break;
// abs value is broken in this version of gles with highp
ivec3 diffs = ivec3(
(colorInt.r > baseVariantColors[i].r) ? colorInt.r - baseVariantColors[i].r : baseVariantColors[i].r - colorInt.r,
(colorInt.g > baseVariantColors[i].g) ? colorInt.g - baseVariantColors[i].g : baseVariantColors[i].g - colorInt.g,
(colorInt.b > baseVariantColors[i].b) ? colorInt.b - baseVariantColors[i].b : baseVariantColors[i].b - colorInt.b
);
// Set color threshold to be within 3 points for each channel
bvec3 threshold = lessThan(diffs, ivec3(3));
if (texture.a > 0.0 && all(threshold)) {
if (texture.a > 0.0 && all(lessThan(abs(texture.rgb - baseVariantColors[i].rgb), vec3(1.0/255.0)))) {
texture.rgb = variantColors[i].rgb;
break;
}
}
for (int i = 0; i < 32; i++) {
if (spriteColors[i][3] == 0)
if (spriteColors[i][3] == 0.0)
break;
if (texture.a > 0.0 && colorInt.r == spriteColors[i].r && colorInt.g == spriteColors[i].g && colorInt.b == spriteColors[i].b) {
vec3 fusionColor = vec3(float(fusionSpriteColors[i].r) / 255.0, float(fusionSpriteColors[i].g) / 255.0, float(fusionSpriteColors[i].b) / 255.0);
vec3 bg = vec3(spriteColors[i].rgb) / 255.0;
if (texture.a > 0.0 && all(lessThan(abs(texture.rgb - spriteColors[i].rgb), vec3(1.0/255.0)))) {
vec3 fusionColor = vec3(fusionSpriteColors[i].rgb) / 255.0;
vec3 bg = spriteColors[i].rgb;
float gray = (bg.r + bg.g + bg.b) / 3.0;
bg = vec3(gray, gray, gray);
bg = vec3(gray);
vec3 fg = fusionColor;
texture.rgb = mix(1.0 - 2.0 * (1.0 - bg) * (1.0 - fg), 2.0 * bg * fg, step(bg, vec3(0.5)));
break;
@ -192,7 +180,7 @@ void main() {
vec4 color = texture * texel;
if (color.a > 0.0 && teraColor.r > 0.0 && teraColor.g > 0.0 && teraColor.b > 0.0) {
vec2 relUv = vec2((outTexCoord.x - texFrameUv.x) / (size.x / texSize.x), (outTexCoord.y - texFrameUv.y) / (size.y / texSize.y));
vec2 relUv = (outTexCoord.xy - texFrameUv.xy) / (size.xy / texSize.xy);
vec2 teraTexCoord = vec2(relUv.x * (size.x / 200.0), relUv.y * (size.y / 120.0));
vec4 teraCol = texture2D(uMainSampler[1], teraTexCoord);
float floorValue = 86.0 / 255.0;
@ -265,8 +253,8 @@ void main() {
if ((spriteY >= 0.9 && (color.a == 0.0 || yOverflow))) {
float shadowSpriteY = (spriteY - 0.9) * (1.0 / 0.15);
if (distance(vec2(spriteX, shadowSpriteY), vec2(0.5, 0.5)) < 0.5) {
color = vec4(vec3(0.0, 0.0, 0.0), 0.5);
if (distance(vec2(spriteX, shadowSpriteY), vec2(0.5)) < 0.5) {
color = vec4(vec3(0.0), 0.5);
} else if (yOverflow) {
discard;
}

View file

@ -11,7 +11,6 @@ attribute float inTintEffect;
attribute vec4 inTint;
varying vec2 outTexCoord;
varying vec2 outtexFrameUv;
varying float outTexId;
varying vec2 outPosition;
varying float outTintEffect;

View file

@ -101,7 +101,7 @@ export default class SpritePipeline extends FieldSpritePipeline {
flatSpriteColors.splice(
flatSpriteColors.length,
0,
...(c < spriteColors.length ? spriteColors[c] : emptyColors),
...(c < spriteColors.length ? spriteColors[c].map(x => x / 255.0) : emptyColors),
);
flatFusionSpriteColors.splice(
flatFusionSpriteColors.length,
@ -110,7 +110,7 @@ export default class SpritePipeline extends FieldSpritePipeline {
);
}
this.set4iv("spriteColors", flatSpriteColors.flat());
this.set4fv("spriteColors", flatSpriteColors.flat());
this.set4iv("fusionSpriteColors", flatFusionSpriteColors.flat());
}
}
@ -146,7 +146,7 @@ export default class SpritePipeline extends FieldSpritePipeline {
if (c < baseColors.length) {
const baseColor = Array.from(Object.values(rgbHexToRgba(baseColors[c])));
const variantColor = Array.from(Object.values(rgbHexToRgba(variantColors[variant][baseColors[c]])));
flatBaseColors.splice(flatBaseColors.length, 0, ...baseColor);
flatBaseColors.splice(flatBaseColors.length, 0, ...baseColor.map(c => c / 255.0));
flatVariantColors.splice(flatVariantColors.length, 0, ...variantColor.map(c => c / 255.0));
} else {
flatBaseColors.splice(flatBaseColors.length, 0, ...emptyColors);
@ -160,7 +160,7 @@ export default class SpritePipeline extends FieldSpritePipeline {
}
}
this.set4iv("baseVariantColors", flatBaseColors.flat());
this.set4fv("baseVariantColors", flatBaseColors.flat());
this.set4fv("variantColors", flatVariantColors.flat());
}

View file

@ -405,8 +405,11 @@ export function deltaRgb(rgb1: number[], rgb2: number[]): number {
return Math.ceil(Math.sqrt(2 * drp2 + 4 * dgp2 + 3 * dbp2 + (t * (drp2 - dbp2)) / 256));
}
// Extract out the rgb values from a hex string
const hexRegex = /^([\da-f]{2})([\da-f]{2})([\da-f]{2})$/i;
export function rgbHexToRgba(hex: string) {
const color = hex.match(/^([\da-f]{2})([\da-f]{2})([\da-f]{2})$/i) ?? ["000000", "00", "00", "00"];
const color = hex.match(hexRegex) ?? ["000000", "00", "00", "00"];
return {
r: Number.parseInt(color[1], 16),
g: Number.parseInt(color[2], 16),