mirror of
https://github.com/open-goal/jak-project
synced 2026-06-17 23:21:41 -04:00
102 lines
2.7 KiB
GLSL
102 lines
2.7 KiB
GLSL
#version 410 core
|
|
|
|
layout (location = 0) in vec3 position_in;
|
|
layout (location = 1) in vec4 rgba_in;
|
|
layout (location = 2) in vec2 tex_coord_in;
|
|
layout (location = 3) in uvec4 byte_info;
|
|
|
|
uniform float mat_32;
|
|
uniform vec3 fog_constants;
|
|
uniform vec4 scale;
|
|
uniform float mat_23;
|
|
uniform float mat_33;
|
|
uniform bool use_full_matrix;
|
|
uniform mat4 full_matrix;
|
|
uniform vec4 hvdf_offset;
|
|
uniform uint warp_sample_mode;
|
|
|
|
out vec2 tex_coord;
|
|
|
|
out vec4 fragment_color;
|
|
out float fog;
|
|
|
|
flat out uvec2 tex_info;
|
|
|
|
const float warp_off = 1.0f - (SCISSOR_HEIGHT / 512.0f);
|
|
|
|
void main() {
|
|
// lq.xy vf22, 0(vi10) texture load?
|
|
// lq_buffer(Mask::xy, vu.vf22, vu.vi10);
|
|
|
|
// lq.xyz vf16, 2(vi10) vertex load
|
|
// lq_buffer(Mask::xyz, gen.vtx_load0, vu.vi10 + 2);
|
|
|
|
// mtir vi02, vf22.x grab s coordinate of texture
|
|
// vu.vi02 = vu.vf22.x_as_u16();
|
|
|
|
// mulaw.xyzw ACC, vf11, vf00 matrix multiply W
|
|
// vu.acc.mula(Mask::xyzw, gen.mat3, vu.vf00.w());
|
|
vec4 transformed;
|
|
|
|
// maddax.xyzw ACC, vf08, vf16 matrix multiply X
|
|
// vu.acc.madda(Mask::xyzw, gen.mat0, gen.vtx_load0.x());
|
|
if (use_full_matrix) {
|
|
transformed = -full_matrix[3];
|
|
transformed -= full_matrix[0] * position_in.x ;
|
|
transformed -= full_matrix[1] * position_in.y;
|
|
transformed -= full_matrix[2] * position_in.z ;
|
|
} else {
|
|
transformed.xyz = position_in * scale.xyz;
|
|
transformed.z += mat_32;
|
|
transformed.w = mat_23 * position_in.z + mat_33;
|
|
transformed *= -1;
|
|
}
|
|
|
|
|
|
// div Q, vf01.x, vf12.w perspective divide
|
|
// vu.Q = gen.fog.x() / gen.vtx_p0.w();
|
|
float Q = fog_constants.x / transformed.w;
|
|
|
|
fog = 255 - clamp(-transformed.w + hvdf_offset.w, fog_constants.y, fog_constants.z);
|
|
|
|
// itof12.xyz vf18, vf22 texture int to float
|
|
// vu.vf18.itof12(Mask::xyz, vu.vf22);
|
|
tex_coord = tex_coord_in / 4096.f;
|
|
|
|
if (warp_sample_mode == 1) {
|
|
tex_coord = vec2(tex_coord.x, (1.0f - tex_coord.y - warp_off) * SCISSOR_ADJUST);
|
|
}
|
|
|
|
// mul.xyz vf12, vf12, Q persepective divide
|
|
// gen.vtx_p0.mul(Mask::xyz, gen.vtx_p0, vu.Q);
|
|
transformed.xyz *= Q;
|
|
|
|
// mul.xyz vf18, vf18, Q texture perspective divide
|
|
// vu.vf18.mul(Mask::xyz, vu.vf18, vu.Q);
|
|
|
|
// add.xyzw vf12, vf12, vf04 apply hvdf
|
|
// gen.vtx_p0.add(Mask::xyzw, gen.vtx_p0, gen.hvdf_off);
|
|
transformed.xyz += hvdf_offset.xyz;
|
|
|
|
// correct xy offset
|
|
transformed.xy -= (2048.);
|
|
|
|
// correct z scale
|
|
transformed.z /= (8388608);
|
|
transformed.z -= 1;
|
|
|
|
// correct xy scale
|
|
transformed.x /= (256);
|
|
transformed.y /= -(128);
|
|
|
|
// hack
|
|
transformed.xyz *= transformed.w;
|
|
|
|
gl_Position = transformed;
|
|
// scissoring area adjust
|
|
gl_Position.y *= SCISSOR_ADJUST * HEIGHT_SCALE;
|
|
|
|
fragment_color = vec4(rgba_in.rgb, rgba_in.a * 2);
|
|
tex_info = byte_info.xy;
|
|
}
|