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Minor formatting tweaks

Ray 1 年之前
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34d00d5217

+ 9 - 7
examples/shaders/resources/shaders/glsl100/palette_switch.fs

@@ -2,7 +2,7 @@
 
 precision mediump float;
 
-const int colors = 8;
+const int MAX_INDEXED_COLORS = 8;
 
 // Input vertex attributes (from vertex shader)
 varying vec2 fragTexCoord;
@@ -10,7 +10,8 @@ varying vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform ivec3 palette[colors];
+uniform ivec3 palette[MAX_INDEXED_COLORS];
+//uniform sampler2D palette; // Alternative to ivec3, palette provided as a 256x1 texture
 
 void main()
 {
@@ -18,13 +19,13 @@ void main()
     vec4 texelColor = texture2D(texture0, fragTexCoord)*fragColor;
 
     // Convert the (normalized) texel color RED component (GB would work, too)
-    // to the palette index by scaling up from [0, 1] to [0, 255].
+    // to the palette index by scaling up from [0..1] to [0..255]
     int index = int(texelColor.r*255.0);
-
+    
     ivec3 color = ivec3(0);
 
     // NOTE: On GLSL 100 we are not allowed to index a uniform array by a variable value,
-    // a constantmust be used, so this logic...
+    // a constant must be used, so this logic...
     if (index == 0) color = palette[0];
     else if (index == 1) color = palette[1];
     else if (index == 2) color = palette[2];
@@ -33,9 +34,10 @@ void main()
     else if (index == 5) color = palette[5];
     else if (index == 6) color = palette[6];
     else if (index == 7) color = palette[7];
+    
+    //gl_FragColor = texture2D(palette, texelColor.xy); // Alternative to ivec3
 
     // Calculate final fragment color. Note that the palette color components
-    // are defined in the range [0, 255] and need to be normalized to [0, 1]
-    // for OpenGL to work.
+    // are defined in the range [0..255] and need to be normalized to [0..1]
     gl_FragColor = vec4(float(color.x)/255.0, float(color.y)/255.0, float(color.z)/255.0, texelColor.a);
 }

+ 8 - 5
examples/shaders/resources/shaders/glsl330/palette_switch.fs

@@ -1,6 +1,6 @@
 #version 330
 
-const int colors = 8;
+const int MAX_INDEXED_COLORS = 8;
 
 // Input fragment attributes (from fragment shader)
 in vec2 fragTexCoord;
@@ -8,7 +8,8 @@ in vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform ivec3 palette[colors];
+uniform ivec3 palette[MAX_INDEXED_COLORS];
+//uniform sampler2D palette; // Alternative to ivec3, palette provided as a 256x1 texture
 
 // Output fragment color
 out vec4 finalColor;
@@ -16,15 +17,17 @@ out vec4 finalColor;
 void main()
 {
     // Texel color fetching from texture sampler
+    // NOTE: The texel is actually the a GRAYSCALE index color
     vec4 texelColor = texture(texture0, fragTexCoord)*fragColor;
 
     // Convert the (normalized) texel color RED component (GB would work, too)
-    // to the palette index by scaling up from [0, 1] to [0, 255].
+    // to the palette index by scaling up from [0..1] to [0..255]
     int index = int(texelColor.r*255.0);
     ivec3 color = palette[index];
+    
+    //finalColor = texture(palette, texelColor.xy); // Alternative to ivec3
 
     // Calculate final fragment color. Note that the palette color components
-    // are defined in the range [0, 255] and need to be normalized to [0, 1]
-    // for OpenGL to work.
+    // are defined in the range [0..255] and need to be normalized to [0..1]
     finalColor = vec4(color/255.0, texelColor.a);
 }

+ 2 - 2
src/external/rl_gputex.h

@@ -229,7 +229,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
                     }
                 }
             }
-            else if (header->ddspf.flags == 0x40 && header->ddspf.rgb_bit_count == 24)   // DDS_RGB, no compressed
+            else if ((header->ddspf.flags == 0x40) && (header->ddspf.rgb_bit_count == 24))   // DDS_RGB, no compressed
             {
                 int data_size = image_pixel_size*3*sizeof(unsigned char);
                 image_data = RL_MALLOC(data_size);
@@ -238,7 +238,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
 
                 *format = PIXELFORMAT_UNCOMPRESSED_R8G8B8;
             }
-            else if (header->ddspf.flags == 0x41 && header->ddspf.rgb_bit_count == 32) // DDS_RGBA, no compressed
+            else if ((header->ddspf.flags == 0x41) && (header->ddspf.rgb_bit_count == 32)) // DDS_RGBA, no compressed
             {
                 int data_size = image_pixel_size*4*sizeof(unsigned char);
                 image_data = RL_MALLOC(data_size);