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https://github.com/open-goal/jak-project
synced 2026-08-03 17:02:47 -04:00
[graphics] revert bad change to sprite shader (#1225)
* revert bad change to sprite shader * only revert half the change * fix order
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@@ -221,6 +221,10 @@ void Sprite3::render_2d_group0(DmaFollower& dma,
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m_frame_data.min_scale);
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glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "max_scale"),
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m_frame_data.max_scale);
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glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "fog_min"),
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m_frame_data.fog_min);
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glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "fog_max"),
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m_frame_data.fog_max);
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glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "bonus"),
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m_frame_data.bonus);
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glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "hmge_scale"), 1,
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@@ -199,6 +199,10 @@ void SpriteRenderer::render_2d_group0(DmaFollower& dma,
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m_frame_data.min_scale);
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glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "max_scale"),
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m_frame_data.max_scale);
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glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "fog_min"),
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m_frame_data.fog_min);
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glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "fog_max"),
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m_frame_data.fog_max);
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glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "bonus"),
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m_frame_data.bonus);
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glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "hmge_scale"), 1,
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@@ -12,6 +12,8 @@ uniform mat4 hud_matrix;
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uniform vec4 hud_hvdf_offset;
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uniform vec4 hud_hvdf_user[75];
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uniform float pfog0;
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uniform float fog_min;
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uniform float fog_max;
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uniform float min_scale;
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uniform float max_scale;
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uniform float bonus;
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@@ -104,6 +106,7 @@ void main() {
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transformed_pos_vf02.xyz *= Q;
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vec4 offset_pos_vf10 = transformed_pos_vf02 + hvdf_offset;
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offset_pos_vf10.w = max(offset_pos_vf10.w, fog_min);
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/* transformed_pos_vf02.w = offset_pos_vf10.w - fog_max;
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int fge = matrix == 0;
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@@ -19,6 +19,8 @@ uniform float deg_to_rad;
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uniform float inv_area;
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uniform vec4 basis_x;
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uniform vec4 basis_y;
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uniform float fog_min;
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uniform float fog_max;
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uniform vec4 hmge_scale;
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uniform vec4 xy_array[8];
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uniform vec4 xyz_array[4];
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@@ -104,7 +106,7 @@ void main() {
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transformed_pos_vf02.xyz *= Q;
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vec4 offset_pos_vf10 = transformed_pos_vf02 + hvdf_offset;
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offset_pos_vf10.w = max(offset_pos_vf10.w, fog_min);
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/* transformed_pos_vf02.w = offset_pos_vf10.w - fog_max;
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int fge = matrix == 0;
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if (transformed_pos_vf02.w != 0) {
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