Fix fog not rendering
This commit is contained in:
parent
f2b069b007
commit
3018e41862
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@ -23,10 +23,14 @@ in vec4 a_color;
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#ifdef CC_a_normal
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#ifdef CC_a_normal
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in vec4 a_normal;
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in vec4 a_normal;
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#endif
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#endif
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#ifdef CC_a_texture1
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#ifdef CC_fog
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in vec2 a_texture1;
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out vec4 v_position;
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#endif
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#endif
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#ifdef CC_TEX_GEN_STRQ
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out vec4 v_object_pos;
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#endif
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out vec4 v_position;
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#ifdef CC_a_color
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#ifdef CC_a_color
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out vec4 v_color;
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out vec4 v_color;
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#endif
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#endif
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@ -36,11 +40,20 @@ out vec4 v_normal;
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#ifdef CC_a_texture0
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#ifdef CC_a_texture0
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out vec2 v_texture0;
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out vec2 v_texture0;
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#endif
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#endif
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#ifdef CC_a_texture1
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out vec2 v_texture1;
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#endif
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#endif
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#ifdef CC_VERT
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void main(){
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void main(){
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vec4 pos = matrix_m * vec4(a_position, 1.0);
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vec4 pos = matrix_m * vec4(a_position, 1.0);
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#ifdef CC_fog
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v_position = pos;
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v_position = pos;
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#ifdef CC_TEX_GEN_STRQ
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v_object_pos = vec4(a_position, 1.0);
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#endif
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#endif
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#ifdef CC_a_color
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#ifdef CC_a_color
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v_color = a_color;
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v_color = a_color;
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@ -50,6 +63,9 @@ void main(){
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#endif
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#endif
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#ifdef CC_a_texture0
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#ifdef CC_a_texture0
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v_texture0 = a_texture0;
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v_texture0 = a_texture0;
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#endif
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#ifdef CC_a_texture1
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v_texture1 = a_texture1;
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#endif
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#endif
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gl_Position = matrix_p * pos;
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gl_Position = matrix_p * pos;
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}
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}
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@ -58,12 +74,10 @@ void main(){
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#ifdef CC_FRAG
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#ifdef CC_FRAG
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#ifdef CC_unit0
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uniform sampler2D tex0;
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uniform sampler2D tex0;
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#ifndef CC_a_texture0
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uniform sampler2D tex1;
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uniform vec2 texCoordV0;
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uniform vec2 texCoordV0;
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#endif
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uniform vec2 texCoordV1;
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#endif
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#ifdef CC_lighting
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#ifdef CC_lighting
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uniform vec3 light0Pos;
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uniform vec3 light0Pos;
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uniform vec3 light1Pos;
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uniform vec3 light1Pos;
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@ -71,20 +85,35 @@ uniform vec3 normalUniform;
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#endif
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#endif
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#ifdef CC_fog
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#ifdef CC_fog
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uniform vec4 fogColor;
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uniform vec4 fogColor;
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uniform int fogMode;
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//X = uniform float fogMode;
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uniform float fogStart;
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//Y = uniform float fogStart;
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uniform float fogEnd;
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//Z = uniform float fogEnd - fogStart;
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uniform float fogDensity;
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//W = uniform float fogDensity;
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uniform float fogPremultiply;
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uniform vec4 fogParam;
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#endif
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#endif
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uniform vec4 colorUniform;
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uniform vec4 colorUniform;
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#ifdef CC_alphatest
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#ifdef CC_alphatest
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uniform float alphaTestF;
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uniform float alphaTestF;
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#endif
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#endif
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#ifdef CC_TEX_GEN_STRQ
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#ifdef CC_fog
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//uniform int textureGenS_M;
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in vec4 v_position;
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//uniform int textureGenT_M;
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//uniform int textureGenR_M;
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//uniform int textureGenQ_M;
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uniform ivec4 textureGen_M;
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uniform vec4 textureGenS_V;
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uniform vec4 textureGenT_V;
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uniform vec4 textureGenR_V;
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uniform vec4 textureGenQ_V;
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#endif
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#endif
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#ifdef CC_patch_anisotropic
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uniform vec2 anisotropic_fix;
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#endif
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#ifdef CC_TEX_GEN_STRQ
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in vec4 v_object_pos;
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#endif
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in vec4 v_position;
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#ifdef CC_a_color
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#ifdef CC_a_color
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in vec4 v_color;
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in vec4 v_color;
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#endif
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#endif
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@ -94,10 +123,14 @@ in vec4 v_normal;
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#ifdef CC_a_texture0
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#ifdef CC_a_texture0
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in vec2 v_texture0;
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in vec2 v_texture0;
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#endif
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#endif
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#ifdef CC_a_texture1
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in vec2 v_texture1;
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#endif
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out vec4 fragColor;
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out vec4 fragColor;
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#define TEX_MAT3x2(mat4In) mat3x2(mat4In[0].xy,mat4In[1].xy,mat4In[3].xy)
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#define TEX_MAT3x2(mat4In) mat3x2(mat4In[0].xy,mat4In[1].xy,mat4In[3].xy)
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#define TEX_MAT4x3(mat4In) mat4x3(mat4In[0].xyw,mat4In[1].xyw,mat4In[2].xyw,mat4In[3].xyw)
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void main(){
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void main(){
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#ifdef CC_a_color
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#ifdef CC_a_color
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@ -106,12 +139,48 @@ void main(){
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vec4 color = colorUniform;
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vec4 color = colorUniform;
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#endif
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#endif
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#ifdef CC_TEX_GEN_STRQ
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vec4 texSrc[2];
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texSrc[0] = v_object_pos;
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texSrc[1] = v_position;
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vec4 texPos;
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texPos.x = dot(texSrc[textureGen_M.x], textureGenS_V);
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texPos.y = dot(texSrc[textureGen_M.y], textureGenT_V);
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texPos.z = dot(texSrc[textureGen_M.z], textureGenR_V);
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texPos.w = dot(texSrc[textureGen_M.w], textureGenQ_V);
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texPos.xyz = TEX_MAT4x3(matrix_t) * texPos;
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color *= texture(tex0, texPos.xy / texPos.z).bgra;
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#ifdef CC_alphatest
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if(color.a < alphaTestF){
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discard;
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}
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#endif
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#else
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#ifdef CC_unit0
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#ifdef CC_unit0
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#ifdef CC_a_texture0
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#ifdef CC_a_texture0
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color *= texture(tex0, (TEX_MAT3x2(matrix_t) * vec3(v_texture0, 1.0)).xy).rgba;
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#ifdef CC_patch_anisotropic
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vec2 uv = TEX_MAT3x2(matrix_t) * vec3(v_texture0, 1.0);
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/* https://bugs.chromium.org/p/angleproject/issues/detail?id=4994 */
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uv = ((uv * anisotropic_fix) - fract(uv * anisotropic_fix) + 0.5) / anisotropic_fix;
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vec4 texColor = texture(tex0, uv);
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#else
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#else
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color *= texture(tex0, (TEX_MAT3x2(matrix_t) * vec3(texCoordV0, 1.0)).xy).rgba;
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vec4 texColor = texture(tex0, TEX_MAT3x2(matrix_t) * vec3(v_texture0, 1.0));
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#endif
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#endif
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#else
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vec4 texColor = texture(tex0, TEX_MAT3x2(matrix_t) * vec3(texCoordV0, 1.0));
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#endif
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#ifdef CC_swap_rb
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color *= texColor.rgba;
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#else
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color *= texColor.bgra;
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#endif
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#endif
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#endif
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#ifdef CC_alphatest
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#ifdef CC_alphatest
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@ -120,6 +189,15 @@ void main(){
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}
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}
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#endif
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#endif
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#ifdef CC_unit1
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#ifdef CC_a_texture1
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color.rgb *= texture(tex1, (v_texture1 + 8.0) * 0.00390625).bgr;
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#else
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color.rgb *= texture(tex1, (texCoordV1 + 8.0) * 0.00390625).bgr;
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#endif
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#endif
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#endif
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#ifdef CC_lighting
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#ifdef CC_lighting
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#ifdef CC_a_normal
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#ifdef CC_a_normal
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vec3 normal = ((v_normal.xyz - 0.5) * 2.0);
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vec3 normal = ((v_normal.xyz - 0.5) * 2.0);
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@ -133,11 +211,12 @@ void main(){
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#ifdef CC_fog
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#ifdef CC_fog
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float dist = sqrt(dot(v_position, v_position));
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float dist = sqrt(dot(v_position, v_position));
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float i = (fogMode == 1) ? clamp((dist - fogStart) / (fogEnd - fogStart), 0.0, 1.0) : clamp(1.0 - exp(-(fogDensity * dist)), 0.0, 1.0);
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float i = fogParam.x == 1.0 ? (dist - fogParam.y) / fogParam.z : 1.0 - exp(-fogParam.w * dist);
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color.rgb = mix(color.rgb, fogColor.xyz, i * fogColor.a);
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color.rgb = mix(color.rgb, fogColor.xyz, clamp(i, 0.0, 1.0) * fogColor.a);
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#endif
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#endif
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fragColor = color;
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fragColor = color;
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}
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}
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#endif
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#endif
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@ -1,255 +0,0 @@
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#line 0
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precision lowp int;
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precision lowp sampler2D;
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precision lowp float;
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in vec2 pos;
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out vec4 fragColor;
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#define FXAA_PC 1
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#define FXAA_GLSL_130 1
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#define FXAA_FAST_PIXEL_OFFSET 0
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#define FXAA_GATHER4_ALPHA 0
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#ifndef FXAA_GREEN_AS_LUMA
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// For those using non-linear color,
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// and either not able to get luma in alpha, or not wanting to,
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// this enables FXAA to run using green as a proxy for luma.
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// So with this enabled, no need to pack luma in alpha.
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//
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// This will turn off AA on anything which lacks some amount of green.
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// Pure red and blue or combination of only R and B, will get no AA.
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//
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// Might want to lower the settings for both,
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// fxaaConsoleEdgeThresholdMin
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// fxaaQualityEdgeThresholdMin
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// In order to insure AA does not get turned off on colors
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// which contain a minor amount of green.
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//
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// 1 = On.
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// 0 = Off.
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//
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#define FXAA_GREEN_AS_LUMA 1
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#endif
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#ifndef FXAA_DISCARD
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// 1 = Use discard on pixels which don't need AA.
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// 0 = Return unchanged color on pixels which don't need AA.
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#define FXAA_DISCARD 0
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#endif
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/*============================================================================
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API PORTING
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============================================================================*/
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#define FxaaBool bool
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#define FxaaDiscard discard
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#define FxaaFloat float
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#define FxaaFloat2 vec2
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#define FxaaFloat3 vec3
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#define FxaaFloat4 vec4
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#define FxaaHalf float
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#define FxaaHalf2 vec2
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#define FxaaHalf3 vec3
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#define FxaaHalf4 vec4
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#define FxaaInt2 ivec2
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#define FxaaSat(x) clamp(x, 0.0, 1.0)
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#define FxaaTex sampler2D
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/*--------------------------------------------------------------------------*/
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#define FxaaTexTop(t, p) texture(t, p)
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/*============================================================================
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GREEN AS LUMA OPTION SUPPORT FUNCTION
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============================================================================*/
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#if (FXAA_GREEN_AS_LUMA == 0)
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// TODO Luma
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FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return dot(rgba.xyz, vec3(0.299, 0.587, 0.114)); }
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#else
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FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
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#endif
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/*============================================================================
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FXAA3 CONSOLE - PC VERSION
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============================================================================*/
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/*--------------------------------------------------------------------------*/
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FxaaFloat4 FxaaPixelShader(
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// See FXAA Quality FxaaPixelShader() source for docs on Inputs!
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//
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// Use noperspective interpolation here (turn off perspective interpolation).
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// {xy} = center of pixel
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FxaaFloat2 pos,
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//
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// Used only for FXAA Console, and not used on the 360 version.
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// Use noperspective interpolation here (turn off perspective interpolation).
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// {xy__} = upper left of pixel
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// {__zw} = lower right of pixel
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FxaaFloat4 fxaaConsolePosPos,
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//
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// Input color texture.
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// {rgb_} = color in linear or perceptual color space
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// if (FXAA_GREEN_AS_LUMA == 0)
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// {___a} = luma in perceptual color space (not linear)
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FxaaTex tex,
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//
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// Only used on FXAA Console.
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// This must be from a constant/uniform.
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// This effects sub-pixel AA quality and inversely sharpness.
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// Where N ranges between,
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// N = 0.50 (default)
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// N = 0.33 (sharper)
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// {x___} = -N/screenWidthInPixels
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// {_y__} = -N/screenHeightInPixels
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// {__z_} = N/screenWidthInPixels
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// {___w} = N/screenHeightInPixels
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FxaaFloat4 fxaaConsoleRcpFrameOpt,
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//
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// Only used on FXAA Console.
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// Not used on 360, but used on PS3 and PC.
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// This must be from a constant/uniform.
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// {x___} = -2.0/screenWidthInPixels
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// {_y__} = -2.0/screenHeightInPixels
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// {__z_} = 2.0/screenWidthInPixels
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// {___w} = 2.0/screenHeightInPixels
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FxaaFloat4 fxaaConsoleRcpFrameOpt2,
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//
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// Only used on FXAA Console.
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// This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
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// It is here now to allow easier tuning.
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// This does not effect PS3, as this needs to be compiled in.
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// Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
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// Due to the PS3 being ALU bound,
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// there are only three safe values here: 2 and 4 and 8.
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// These options use the shaders ability to a free *|/ by 2|4|8.
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// For all other platforms can be a non-power of two.
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// 8.0 is sharper (default!!!)
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// 4.0 is softer
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// 2.0 is really soft (good only for vector graphics inputs)
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FxaaFloat fxaaConsoleEdgeSharpness,
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//
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// Only used on FXAA Console.
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// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define.
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// It is here now to allow easier tuning.
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// This does not effect PS3, as this needs to be compiled in.
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// Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3.
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// Due to the PS3 being ALU bound,
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// there are only two safe values here: 1/4 and 1/8.
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// These options use the shaders ability to a free *|/ by 2|4|8.
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// The console setting has a different mapping than the quality setting.
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// Other platforms can use other values.
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// 0.125 leaves less aliasing, but is softer (default!!!)
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// 0.25 leaves more aliasing, and is sharper
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FxaaFloat fxaaConsoleEdgeThreshold,
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//
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// Only used on FXAA Console.
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// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define.
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// It is here now to allow easier tuning.
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// Trims the algorithm from processing darks.
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// The console setting has a different mapping than the quality setting.
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// This does not apply to PS3,
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// PS3 was simplified to avoid more shader instructions.
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||||||
// 0.06 - faster but more aliasing in darks
|
|
||||||
// 0.05 - default
|
|
||||||
// 0.04 - slower and less aliasing in darks
|
|
||||||
// Special notes when using FXAA_GREEN_AS_LUMA,
|
|
||||||
// Likely want to set this to zero.
|
|
||||||
// As colors that are mostly not-green
|
|
||||||
// will appear very dark in the green channel!
|
|
||||||
// Tune by looking at mostly non-green content,
|
|
||||||
// then start at zero and increase until aliasing is a problem.
|
|
||||||
FxaaFloat fxaaConsoleEdgeThresholdMin
|
|
||||||
) {
|
|
||||||
/*--------------------------------------------------------------------------*/
|
|
||||||
FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy));
|
|
||||||
FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw));
|
|
||||||
FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy));
|
|
||||||
FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw));
|
|
||||||
/*--------------------------------------------------------------------------*/
|
|
||||||
FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy);
|
|
||||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
|
||||||
// TODO Luma
|
|
||||||
FxaaFloat lumaM = FxaaLuma(rgbyM);
|
|
||||||
#else
|
|
||||||
FxaaFloat lumaM = rgbyM.y;
|
|
||||||
#endif
|
|
||||||
/*--------------------------------------------------------------------------*/
|
|
||||||
FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw);
|
|
||||||
lumaNe += 1.0/384.0;
|
|
||||||
FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw);
|
|
||||||
/*--------------------------------------------------------------------------*/
|
|
||||||
FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe);
|
|
||||||
FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe);
|
|
||||||
/*--------------------------------------------------------------------------*/
|
|
||||||
FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw);
|
|
||||||
FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw);
|
|
||||||
/*--------------------------------------------------------------------------*/
|
|
||||||
FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold;
|
|
||||||
/*--------------------------------------------------------------------------*/
|
|
||||||
FxaaFloat lumaMinM = min(lumaMin, lumaM);
|
|
||||||
FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
|
|
||||||
FxaaFloat lumaMaxM = max(lumaMax, lumaM);
|
|
||||||
FxaaFloat dirSwMinusNe = lumaSw - lumaNe;
|
|
||||||
FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM;
|
|
||||||
FxaaFloat dirSeMinusNw = lumaSe - lumaNw;
|
|
||||||
if(lumaMaxSubMinM < lumaMaxScaledClamped)
|
|
||||||
{
|
|
||||||
#if (FXAA_DISCARD == 1)
|
|
||||||
FxaaDiscard;
|
|
||||||
#else
|
|
||||||
return rgbyM;
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
/*--------------------------------------------------------------------------*/
|
|
||||||
FxaaFloat2 dir;
|
|
||||||
dir.x = dirSwMinusNe + dirSeMinusNw;
|
|
||||||
dir.y = dirSwMinusNe - dirSeMinusNw;
|
|
||||||
/*--------------------------------------------------------------------------*/
|
|
||||||
FxaaFloat2 dir1 = normalize(dir.xy);
|
|
||||||
FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw);
|
|
||||||
FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw);
|
|
||||||
/*--------------------------------------------------------------------------*/
|
|
||||||
FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness;
|
|
||||||
FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0);
|
|
||||||
/*--------------------------------------------------------------------------*/
|
|
||||||
FxaaFloat2 dir2x = dir2 * fxaaConsoleRcpFrameOpt2.zw;
|
|
||||||
FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2x);
|
|
||||||
FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2x);
|
|
||||||
/*--------------------------------------------------------------------------*/
|
|
||||||
FxaaFloat4 rgbyA = rgbyN1 + rgbyP1;
|
|
||||||
FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25);
|
|
||||||
/*--------------------------------------------------------------------------*/
|
|
||||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
|
||||||
// TODO Luma
|
|
||||||
float lumaB = FxaaLuma(rgbyB);
|
|
||||||
#else
|
|
||||||
float lumaB = rgbyB.y;
|
|
||||||
#endif
|
|
||||||
if((lumaB < lumaMin) || (lumaB > lumaMax))
|
|
||||||
rgbyB.xyz = rgbyA.xyz * 0.5;
|
|
||||||
//
|
|
||||||
return rgbyB;
|
|
||||||
}
|
|
||||||
/*==========================================================================*/
|
|
||||||
|
|
||||||
uniform sampler2D f_color;
|
|
||||||
|
|
||||||
uniform vec2 screenSize;
|
|
||||||
|
|
||||||
#define edgeSharpness 7.0
|
|
||||||
#define edgeThreshold 0.1
|
|
||||||
#define edgeThresholdMin 0.005
|
|
||||||
|
|
||||||
void main(){
|
|
||||||
vec4 posPos;
|
|
||||||
posPos.xy = pos - (0.6 / screenSize);
|
|
||||||
posPos.zw = pos + (0.6 / screenSize);
|
|
||||||
vec4 rcpFrameOpt;
|
|
||||||
rcpFrameOpt.xy = vec2(-0.50, -0.50) / screenSize;
|
|
||||||
rcpFrameOpt.zw = vec2( 0.50, 0.50) / screenSize;
|
|
||||||
vec4 rcpFrameOpt2;
|
|
||||||
rcpFrameOpt2.xy = vec2(-2.0, -2.0) / screenSize;
|
|
||||||
rcpFrameOpt2.zw = vec2( 2.0, 2.0) / screenSize;
|
|
||||||
|
|
||||||
fragColor = vec4(FxaaPixelShader(pos, posPos, f_color, rcpFrameOpt, rcpFrameOpt2, edgeSharpness, edgeThreshold, edgeThresholdMin).rgb, 1.0);
|
|
||||||
}
|
|
|
@ -1,25 +0,0 @@
|
||||||
#line 2
|
|
||||||
|
|
||||||
precision highp int;
|
|
||||||
precision highp sampler2D;
|
|
||||||
precision highp float;
|
|
||||||
|
|
||||||
#ifdef CC_VERT
|
|
||||||
uniform mat4 matrix_m;
|
|
||||||
uniform mat4 matrix_p;
|
|
||||||
|
|
||||||
in vec3 a_vert;
|
|
||||||
|
|
||||||
void main(){
|
|
||||||
gl_Position = (matrix_p * (matrix_m * vec4(a_vert, 1.0)));
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#ifdef CC_FRAG
|
|
||||||
|
|
||||||
out vec4 fragColor;
|
|
||||||
|
|
||||||
void main(){
|
|
||||||
fragColor = vec4(1.0);
|
|
||||||
}
|
|
||||||
#endif
|
|
|
@ -1,13 +0,0 @@
|
||||||
#line 0
|
|
||||||
|
|
||||||
precision lowp int;
|
|
||||||
precision lowp sampler2D;
|
|
||||||
precision lowp float;
|
|
||||||
|
|
||||||
in vec2 a_pos;
|
|
||||||
|
|
||||||
out vec2 pos;
|
|
||||||
|
|
||||||
void main(){
|
|
||||||
gl_Position = vec4((pos = a_pos) * 2.0 - 1.0, 0.0, 1.0);
|
|
||||||
}
|
|
|
@ -23,7 +23,6 @@ public class EntityRenderer {
|
||||||
private int field_1386_j;
|
private int field_1386_j;
|
||||||
private Entity field_1385_k = null;
|
private Entity field_1385_k = null;
|
||||||
private boolean cloudFog = false;
|
private boolean cloudFog = false;
|
||||||
private double cameraZoom = 1.0D;
|
|
||||||
private double cameraYaw = 0.0D;
|
private double cameraYaw = 0.0D;
|
||||||
private double cameraPitch = 0.0D;
|
private double cameraPitch = 0.0D;
|
||||||
private long field_1384_l = System.currentTimeMillis();
|
private long field_1384_l = System.currentTimeMillis();
|
||||||
|
@ -251,13 +250,7 @@ public class EntityRenderer {
|
||||||
GL11.glTranslatef((float)(-(var2 * 2 - 1)) * var3, 0.0F, 0.0F);
|
GL11.glTranslatef((float)(-(var2 * 2 - 1)) * var3, 0.0F, 0.0F);
|
||||||
}
|
}
|
||||||
|
|
||||||
if(this.cameraZoom != 1.0D) {
|
GLU.gluPerspective(this.func_914_d(var1), (float)this.mc.displayWidth / (float)this.mc.displayHeight, 0.05F, this.farPlaneDistance * 2.0F);
|
||||||
GL11.glTranslatef((float)this.cameraYaw, (float)(-this.cameraPitch), 0.0F);
|
|
||||||
GL11.glScaled(this.cameraZoom, this.cameraZoom, 1.0D);
|
|
||||||
GLU.gluPerspective(this.func_914_d(var1), (float)this.mc.displayWidth / (float)this.mc.displayHeight, 0.05F, this.farPlaneDistance * 2.0F);
|
|
||||||
} else {
|
|
||||||
GLU.gluPerspective(this.func_914_d(var1), (float)this.mc.displayWidth / (float)this.mc.displayHeight, 0.05F, this.farPlaneDistance * 2.0F);
|
|
||||||
}
|
|
||||||
|
|
||||||
GL11.glMatrixMode(GL11.GL_MODELVIEW);
|
GL11.glMatrixMode(GL11.GL_MODELVIEW);
|
||||||
GL11.glLoadIdentity();
|
GL11.glLoadIdentity();
|
||||||
|
@ -467,7 +460,7 @@ public class EntityRenderer {
|
||||||
GL11.glDepthMask(true);
|
GL11.glDepthMask(true);
|
||||||
GL11.glEnable(GL11.GL_CULL_FACE);
|
GL11.glEnable(GL11.GL_CULL_FACE);
|
||||||
GL11.glDisable(GL11.GL_BLEND);
|
GL11.glDisable(GL11.GL_BLEND);
|
||||||
if(this.cameraZoom == 1.0D && this.mc.objectMouseOver != null && !var2.isInsideOfMaterial(Material.water)) {
|
if(this.mc.objectMouseOver != null && !var2.isInsideOfMaterial(Material.water)) {
|
||||||
GL11.glDisable(GL11.GL_ALPHA_TEST);
|
GL11.glDisable(GL11.GL_ALPHA_TEST);
|
||||||
var3.func_959_a(var2, this.mc.objectMouseOver, 0, var2.inventory.getCurrentItem(), var1);
|
var3.func_959_a(var2, this.mc.objectMouseOver, 0, var2.inventory.getCurrentItem(), var1);
|
||||||
var3.drawSelectionBox(var2, this.mc.objectMouseOver, 0, var2.inventory.getCurrentItem(), var1);
|
var3.drawSelectionBox(var2, this.mc.objectMouseOver, 0, var2.inventory.getCurrentItem(), var1);
|
||||||
|
@ -483,10 +476,8 @@ public class EntityRenderer {
|
||||||
var3.func_4141_b(var1);
|
var3.func_4141_b(var1);
|
||||||
GL11.glDisable(GL11.GL_FOG);
|
GL11.glDisable(GL11.GL_FOG);
|
||||||
this.setupFog(1, var1);
|
this.setupFog(1, var1);
|
||||||
if(this.cameraZoom == 1.0D) {
|
GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
|
||||||
GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
|
this.func_4135_b(var1, var11);
|
||||||
this.func_4135_b(var1, var11);
|
|
||||||
}
|
|
||||||
if(!this.mc.gameSettings.anaglyph) {
|
if(!this.mc.gameSettings.anaglyph) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
|
@ -68,9 +68,9 @@ public class WorldRenderer {
|
||||||
this.field_1753_k = var3 - this.field_1750_n;
|
this.field_1753_k = var3 - this.field_1750_n;
|
||||||
float var4 = 2.0F;
|
float var4 = 2.0F;
|
||||||
this.field_1736_v = AxisAlignedBB.getBoundingBox((double)((float)var1 - var4), (double)((float)var2 - var4), (double)((float)var3 - var4), (double)((float)(var1 + this.field_1758_f) + var4), (double)((float)(var2 + this.field_1757_g) + var4), (double)((float)(var3 + this.field_1756_h) + var4));
|
this.field_1736_v = AxisAlignedBB.getBoundingBox((double)((float)var1 - var4), (double)((float)var2 - var4), (double)((float)var3 - var4), (double)((float)(var1 + this.field_1758_f) + var4), (double)((float)(var2 + this.field_1757_g) + var4), (double)((float)(var3 + this.field_1756_h) + var4));
|
||||||
GL11.glNewList(this.field_1744_C + 2, GL11.GL_COMPILE);
|
//GL11.glNewList(this.field_1744_C + 2, GL11.GL_COMPILE);
|
||||||
RenderItem.renderAABB(AxisAlignedBB.getBoundingBoxFromPool((double)((float)this.field_1752_l - var4), (double)((float)this.field_1751_m - var4), (double)((float)this.field_1750_n - var4), (double)((float)(this.field_1752_l + this.field_1758_f) + var4), (double)((float)(this.field_1751_m + this.field_1757_g) + var4), (double)((float)(this.field_1750_n + this.field_1756_h) + var4)));
|
//RenderItem.renderAABB(AxisAlignedBB.getBoundingBoxFromPool((double)((float)this.field_1752_l - var4), (double)((float)this.field_1751_m - var4), (double)((float)this.field_1750_n - var4), (double)((float)(this.field_1752_l + this.field_1758_f) + var4), (double)((float)(this.field_1751_m + this.field_1757_g) + var4), (double)((float)(this.field_1750_n + this.field_1756_h) + var4)));
|
||||||
GL11.glEndList();
|
//GL11.glEndList();
|
||||||
this.MarkDirty();
|
this.MarkDirty();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue
Block a user