added vertex warp shader and general cleanup
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1d3eca7d6b
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bb003d49af
8 changed files with 86 additions and 6 deletions
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@ -117,7 +117,6 @@ void main() {
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newcoord = (floor(newcoord * view) + offset) / view;
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#endif
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vec3 color = texture2D(gcolor, newcoord).rgb;
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//gl_FragData[0] = vec4(vec3(color), 1.0);
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float mask;
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//vec3 ogRGB = texture2D(gcolor, texcoord).rgb;
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@ -5,4 +5,4 @@ varying vec2 texcoord;
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void main() {
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gl_Position = ftransform();
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texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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}
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}
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12
shaders/gbuffers_entities.fsh
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12
shaders/gbuffers_entities.fsh
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@ -0,0 +1,12 @@
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#version 120
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varying vec2 texcoord;
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varying vec4 color;
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uniform sampler2D texture;
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void main() {
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vec4 final = texture2D(texture, texcoord) * color;
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gl_FragData[0] = final;
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}
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28
shaders/gbuffers_entities.vsh
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28
shaders/gbuffers_entities.vsh
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@ -0,0 +1,28 @@
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#version 120
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varying vec2 texcoord;
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varying vec4 color;
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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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void main() {
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texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).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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vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
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vec2 nearest = round(position.xy * 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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#endif
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}
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12
shaders/gbuffers_terrain.fsh
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12
shaders/gbuffers_terrain.fsh
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@ -0,0 +1,12 @@
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#version 120
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varying vec2 texcoord;
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varying vec4 color;
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uniform sampler2D texture;
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void main() {
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vec4 final = texture2D(texture, texcoord) * color;
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gl_FragData[0] = final;
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}
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28
shaders/gbuffers_terrain.vsh
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28
shaders/gbuffers_terrain.vsh
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@ -0,0 +1,28 @@
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#version 120
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varying vec2 texcoord;
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varying vec4 color;
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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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void main() {
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texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).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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vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
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vec2 nearest = round(position.xy * 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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#endif
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}
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@ -15,5 +15,6 @@ option.valSteps=Value Depth
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screen.PSX=PSX
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option.vWarp=Vertex Warping
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option.tWarp=Texture Warping
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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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@ -1,7 +1,7 @@
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sliders=pixelSize hueSteps satSteps valSteps rgbSteps
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screen=pixelSize [COLOR] [PSX]
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screen=pixelSize <empty> [COLOR] [PSX]
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screen.COLOR=RGB rgbSteps pixelSize hueSteps satSteps valSteps
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screen.PSX=<empty>
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screen.COLOR=RGB rgbSteps hueSteps satSteps valSteps
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screen.PSX=vWarp
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