initial texture warp implementation
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3 changed files with 10 additions and 5 deletions
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@ -1,5 +1,9 @@
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#version 120
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#define pixelSize 2 // [1 2 4 8 16]
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#define vWarp 0 // psx vertex warp [0 1 2 4 8 16 32]
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//#define tWarp // psx texture warp
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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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@ -7,9 +11,6 @@ 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 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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@ -25,5 +26,9 @@ void main() {
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#else
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gl_Position = ftransform();
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#endif
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#ifdef tWarp
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gl_Position /= gl_Position.w;
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#endif
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}
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@ -26,6 +26,6 @@ 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=Texture Warping
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option.tWarp.comment=Emulates affine texture mapping responsible for warping textures on the PSX
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@ -3,5 +3,5 @@ sliders=pixelSize hueSteps satSteps valSteps rgbSteps vWarp
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screen=pixelSize <empty> [COLOR] [PSX]
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screen.COLOR=colorMode dithering rgbSteps <empty> hueSteps satSteps valSteps
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screen.PSX=vWarp
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screen.PSX=vWarp tWarp
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