vertex warp is now a slider, shaders preserve lightmap
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2bac6e11ea
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356f35dc55
6 changed files with 27 additions and 12 deletions
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@ -2,11 +2,14 @@
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varying vec2 texcoord;
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varying vec4 color;
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varying vec2 lmcoord;
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uniform sampler2D texture;
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uniform sampler2D lightmap;
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void main() {
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vec4 final = texture2D(texture, texcoord) * color;
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final *= texture2D(lightmap, lmcoord);
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gl_FragData[0] = final;
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}
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@ -2,24 +2,25 @@
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varying vec2 texcoord;
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varying vec4 color;
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varying vec2 lmcoord;
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uniform mat4 gbufferModelView, gbufferModelViewInverse;
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uniform float viewWidth, viewHeight;
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#define pixelSize 2 // [1 2 4 8 16]
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//#define vWarp // whether or not to warp vertices
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#define vWarp 0 // psx vertex warp [0 1 2 4 8 16 32]
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void main() {
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texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
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color = gl_Color;
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#ifdef vWarp
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vec2 screen = vec2(viewWidth / pixelSize, viewHeight / pixelSize);
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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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vec2 nearest = round(position.xy * screen) / screen;
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vec2 nearest = round(position.xy / position.w * screen) / screen;
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position.xy = nearest;
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//vec3 nearest = round(position.xyz * 100) / 100;
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//position.xyz = nearest;
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gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
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#else
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gl_Position = ftransform();
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@ -2,11 +2,14 @@
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varying vec2 texcoord;
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varying vec4 color;
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varying vec2 lmcoord;
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uniform sampler2D texture;
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uniform sampler2D lightmap;
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void main() {
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vec4 final = texture2D(texture, texcoord) * color;
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final *= texture2D(lightmap, lmcoord);
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gl_FragData[0] = final;
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}
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@ -2,24 +2,25 @@
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varying vec2 texcoord;
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varying vec4 color;
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varying vec2 lmcoord;
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uniform mat4 gbufferModelView, gbufferModelViewInverse;
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uniform float viewWidth, viewHeight;
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#define pixelSize 2 // [1 2 4 8 16]
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//#define vWarp // whether or not to warp vertices
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#define vWarp 0 // psx vertex warp [0 1 2 4 8 16 32]
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void main() {
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texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
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color = gl_Color;
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#ifdef vWarp
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vec2 screen = vec2(viewWidth / pixelSize, viewHeight / pixelSize);
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#if vWarp > 0
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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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vec2 nearest = round(position.xy * screen) / screen;
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vec2 nearest = round(position.xy / position.w * screen) / screen;
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position.xy = nearest;
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//vec3 nearest = round(position.xyz * 100) / 100;
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//position.xyz = nearest;
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gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
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#else
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gl_Position = ftransform();
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@ -19,6 +19,13 @@ option.valSteps=Value Depth
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screen.PSX=PSX
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option.vWarp=Vertex Warping
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option.vWarp.comment=Emulates screen-space vertex snapping responsible for vertex wobble on the PSX
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value.vWarp.0=Off
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value.vWarp.1=Minimal (1x)
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value.vWarp.2=Low (2x)
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value.vWarp.4=Medium (4x)
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value.vWarp.8=High (8x)
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value.vWarp.16=Extreme (16x)
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value.vWarp.32=Silly (32x)
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option.tWarp=Affine Textures
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option.tWarp.comment=Emulates affine texture mapping responsible for warping textures on the PSX
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@ -1,4 +1,4 @@
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sliders=pixelSize hueSteps satSteps valSteps rgbSteps
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sliders=pixelSize hueSteps satSteps valSteps rgbSteps vWarp
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screen=pixelSize <empty> [COLOR] [PSX]
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