2024-04-11 14:59:46 -04:00
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#define vWarp 0 // psx vertex warp [0 1 2 4 8 16 32]
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vec4 vertex_warp() {
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float mod = pixelSize * vWarp;
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vec2 screen = vec2(viewWidth / mod, viewHeight / mod);
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vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
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2024-04-11 17:08:30 -04:00
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vec2 nearest = round(position.xy / position.w * screen) / screen;
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2024-04-11 14:59:46 -04:00
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position.xy = nearest;
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return (gl_ProjectionMatrix * gbufferModelView * position);
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}
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