Compare variant colors using integers for compatibility
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@ -143,7 +143,7 @@ body {
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}
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#apad .apadRectBtnContainer > .apadSqBtn:not(:first-child) {
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margin-left: 8px;
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margin-left: 10%;
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}
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#touchControls:not([data-ui-mode='STARTER_SELECT']) #apad .apadRectBtnContainer > #apadCycleNature, #touchControls:not([data-ui-mode='STARTER_SELECT']) #apad .apadSqBtnContainer {
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@ -38,7 +38,7 @@ uniform vec2 size;
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uniform vec2 texSize;
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uniform float yOffset;
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uniform vec4 tone;
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uniform vec4 baseVariantColors[32];
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uniform ivec4 baseVariantColors[32];
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uniform vec4 variantColors[32];
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uniform ivec4 spriteColors[32];
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uniform ivec4 fusionSpriteColors[32];
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@ -159,10 +159,12 @@ 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(int(texture.r * 255.0), int(texture.g * 255.0), int(texture.b * 255.0), int(texture.a * 255.0));
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for (int i = 0; i < 32; i++) {
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if (baseVariantColors[i][3] == 0.0)
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if (baseVariantColors[i][3] == 0)
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break;
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if (texture.a > 0.0 && texture.r == baseVariantColors[i].r && texture.g == baseVariantColors[i].g && texture.b == baseVariantColors[i].b) {
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if (texture.a > 0.0 && colorInt.r == baseVariantColors[i].r && colorInt.g == baseVariantColors[i].g && colorInt.b == baseVariantColors[i].b) {
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texture.rgb = variantColors[i].rgb;
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break;
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}
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@ -171,7 +173,7 @@ void main() {
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for (int i = 0; i < 32; i++) {
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if (spriteColors[i][3] == 0)
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break;
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if (texture.a > 0.0 && int(texture.r * 255.0) == spriteColors[i].r && int(texture.g * 255.0) == spriteColors[i].g && int(texture.b * 255.0) == spriteColors[i].b) {
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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(float(spriteColors[i].r) / 255.0, float(spriteColors[i].g) / 255.0, float(spriteColors[i].b) / 255.0);
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float gray = (bg.r + bg.g + bg.b) / 3.0;
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@ -405,7 +407,7 @@ export default class SpritePipeline extends FieldSpritePipeline {
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let variantColors;
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const emptyColors = [ 0, 0, 0, 0 ];
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const flatBaseColors: number[] = [];
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const flatBaseColors: integer[] = [];
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const flatVariantColors: number[] = [];
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if ((sprite.parentContainer instanceof Pokemon ? sprite.parentContainer.isShiny() : !!data['shiny'])
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@ -415,7 +417,7 @@ export default class SpritePipeline extends FieldSpritePipeline {
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if (c < baseColors.length) {
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const baseColor = Array.from(Object.values(Utils.rgbHexToRgba(baseColors[c])));
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const variantColor = Array.from(Object.values(Utils.rgbHexToRgba(variantColors[variant][baseColors[c]])));
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flatBaseColors.splice(flatBaseColors.length, 0, ...baseColor.map(c => c / 255.0));
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flatBaseColors.splice(flatBaseColors.length, 0, ...baseColor);
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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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@ -429,7 +431,7 @@ export default class SpritePipeline extends FieldSpritePipeline {
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}
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}
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this.set4fv('baseVariantColors', flatBaseColors.flat());
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this.set4iv('baseVariantColors', flatBaseColors.flat());
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this.set4fv('variantColors', flatVariantColors.flat());
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}
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