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[Bug][Sprite] Use floats for variant shader recolor comparison (#5668)
* Use float values for comparison * Remove unused colorInt
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3a46aae687
commit
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4 changed files with 20 additions and 30 deletions
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@ -31,9 +31,9 @@ uniform vec2 texSize;
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uniform float yOffset;
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uniform float yShadowOffset;
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uniform vec4 tone;
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uniform ivec4 baseVariantColors[32];
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uniform vec4 baseVariantColors[32];
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uniform vec4 variantColors[32];
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uniform ivec4 spriteColors[32];
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uniform vec4 spriteColors[32];
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uniform ivec4 fusionSpriteColors[32];
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const vec3 lumaF = vec3(.299, .587, .114);
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@ -69,7 +69,6 @@ float hue2rgb(float f1, float f2, float hue) {
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vec3 rgb2hsl(vec3 color) {
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vec3 hsl;
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float fmin = min(min(color.r, color.g), color.b);
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float fmax = max(max(color.r, color.g), color.b);
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float delta = fmax - fmin;
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@ -152,34 +151,23 @@ vec3 hsv2rgb(vec3 c) {
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void main() {
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vec4 texture = texture2D(uMainSampler[0], outTexCoord);
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ivec4 colorInt = ivec4(texture*255.0);
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for (int i = 0; i < 32; i++) {
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if (baseVariantColors[i][3] == 0)
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if (baseVariantColors[i].a == 0.0)
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break;
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// abs value is broken in this version of gles with highp
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ivec3 diffs = ivec3(
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(colorInt.r > baseVariantColors[i].r) ? colorInt.r - baseVariantColors[i].r : baseVariantColors[i].r - colorInt.r,
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(colorInt.g > baseVariantColors[i].g) ? colorInt.g - baseVariantColors[i].g : baseVariantColors[i].g - colorInt.g,
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(colorInt.b > baseVariantColors[i].b) ? colorInt.b - baseVariantColors[i].b : baseVariantColors[i].b - colorInt.b
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);
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// Set color threshold to be within 3 points for each channel
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bvec3 threshold = lessThan(diffs, ivec3(3));
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if (texture.a > 0.0 && all(threshold)) {
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if (texture.a > 0.0 && all(lessThan(abs(texture.rgb - baseVariantColors[i].rgb), vec3(1.0/255.0)))) {
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texture.rgb = variantColors[i].rgb;
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break;
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}
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}
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for (int i = 0; i < 32; i++) {
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if (spriteColors[i][3] == 0)
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if (spriteColors[i][3] == 0.0)
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break;
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if (texture.a > 0.0 && colorInt.r == spriteColors[i].r && colorInt.g == spriteColors[i].g && colorInt.b == spriteColors[i].b) {
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vec3 fusionColor = vec3(float(fusionSpriteColors[i].r) / 255.0, float(fusionSpriteColors[i].g) / 255.0, float(fusionSpriteColors[i].b) / 255.0);
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vec3 bg = vec3(spriteColors[i].rgb) / 255.0;
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if (texture.a > 0.0 && all(lessThan(abs(texture.rgb - spriteColors[i].rgb), vec3(1.0/255.0)))) {
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vec3 fusionColor = vec3(fusionSpriteColors[i].rgb) / 255.0;
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vec3 bg = spriteColors[i].rgb;
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float gray = (bg.r + bg.g + bg.b) / 3.0;
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bg = vec3(gray, gray, gray);
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bg = vec3(gray);
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vec3 fg = fusionColor;
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texture.rgb = mix(1.0 - 2.0 * (1.0 - bg) * (1.0 - fg), 2.0 * bg * fg, step(bg, vec3(0.5)));
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break;
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@ -192,7 +180,7 @@ void main() {
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vec4 color = texture * texel;
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if (color.a > 0.0 && teraColor.r > 0.0 && teraColor.g > 0.0 && teraColor.b > 0.0) {
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vec2 relUv = vec2((outTexCoord.x - texFrameUv.x) / (size.x / texSize.x), (outTexCoord.y - texFrameUv.y) / (size.y / texSize.y));
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vec2 relUv = (outTexCoord.xy - texFrameUv.xy) / (size.xy / texSize.xy);
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vec2 teraTexCoord = vec2(relUv.x * (size.x / 200.0), relUv.y * (size.y / 120.0));
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vec4 teraCol = texture2D(uMainSampler[1], teraTexCoord);
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float floorValue = 86.0 / 255.0;
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@ -265,8 +253,8 @@ void main() {
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if ((spriteY >= 0.9 && (color.a == 0.0 || yOverflow))) {
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float shadowSpriteY = (spriteY - 0.9) * (1.0 / 0.15);
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if (distance(vec2(spriteX, shadowSpriteY), vec2(0.5, 0.5)) < 0.5) {
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color = vec4(vec3(0.0, 0.0, 0.0), 0.5);
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if (distance(vec2(spriteX, shadowSpriteY), vec2(0.5)) < 0.5) {
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color = vec4(vec3(0.0), 0.5);
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} else if (yOverflow) {
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discard;
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}
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@ -11,7 +11,6 @@ attribute float inTintEffect;
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attribute vec4 inTint;
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varying vec2 outTexCoord;
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varying vec2 outtexFrameUv;
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varying float outTexId;
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varying vec2 outPosition;
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varying float outTintEffect;
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@ -101,7 +101,7 @@ export default class SpritePipeline extends FieldSpritePipeline {
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flatSpriteColors.splice(
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flatSpriteColors.length,
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0,
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...(c < spriteColors.length ? spriteColors[c] : emptyColors),
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...(c < spriteColors.length ? spriteColors[c].map(x => x / 255.0) : emptyColors),
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);
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flatFusionSpriteColors.splice(
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flatFusionSpriteColors.length,
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@ -110,7 +110,7 @@ export default class SpritePipeline extends FieldSpritePipeline {
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);
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}
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this.set4iv("spriteColors", flatSpriteColors.flat());
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this.set4fv("spriteColors", flatSpriteColors.flat());
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this.set4iv("fusionSpriteColors", flatFusionSpriteColors.flat());
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}
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}
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@ -146,7 +146,7 @@ export default class SpritePipeline extends FieldSpritePipeline {
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if (c < baseColors.length) {
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const baseColor = Array.from(Object.values(rgbHexToRgba(baseColors[c])));
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const variantColor = Array.from(Object.values(rgbHexToRgba(variantColors[variant][baseColors[c]])));
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flatBaseColors.splice(flatBaseColors.length, 0, ...baseColor);
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flatBaseColors.splice(flatBaseColors.length, 0, ...baseColor.map(c => c / 255.0));
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flatVariantColors.splice(flatVariantColors.length, 0, ...variantColor.map(c => c / 255.0));
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} else {
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flatBaseColors.splice(flatBaseColors.length, 0, ...emptyColors);
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@ -160,7 +160,7 @@ export default class SpritePipeline extends FieldSpritePipeline {
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}
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}
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this.set4iv("baseVariantColors", flatBaseColors.flat());
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this.set4fv("baseVariantColors", flatBaseColors.flat());
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this.set4fv("variantColors", flatVariantColors.flat());
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}
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@ -405,8 +405,11 @@ export function deltaRgb(rgb1: number[], rgb2: number[]): number {
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return Math.ceil(Math.sqrt(2 * drp2 + 4 * dgp2 + 3 * dbp2 + (t * (drp2 - dbp2)) / 256));
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}
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// Extract out the rgb values from a hex string
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const hexRegex = /^([\da-f]{2})([\da-f]{2})([\da-f]{2})$/i;
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export function rgbHexToRgba(hex: string) {
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const color = hex.match(/^([\da-f]{2})([\da-f]{2})([\da-f]{2})$/i) ?? ["000000", "00", "00", "00"];
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const color = hex.match(hexRegex) ?? ["000000", "00", "00", "00"];
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return {
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r: Number.parseInt(color[1], 16),
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g: Number.parseInt(color[2], 16),
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