aeon-199x/shaders/gbuffers_basic.vsh

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#version 120
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#define pixelSize 2 // [1 2 4 8 16]
#define vWarp 0 // psx vertex warp [0 1 2 4 8 16 32]
//#define tWarp // psx texture warp
varying vec2 texcoord;
varying vec4 color;
varying vec2 lmcoord;
uniform mat4 gbufferModelView, gbufferModelViewInverse;
uniform float viewWidth, viewHeight;
void main() {
texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
color = gl_Color;
#if vWarp > 0
float mod = pixelSize * vWarp;
vec2 screen = vec2(viewWidth / mod, viewHeight / mod);
vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
vec2 nearest = round(position.xy / position.w * screen) / screen;
position.xy = nearest;
gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
#else
gl_Position = ftransform();
#endif
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#ifdef tWarp
gl_Position /= abs(gl_Position.w);
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#endif
}