mirror of
https://github.com/open-goal/jak-project
synced 2026-08-16 05:09:45 -04:00
2e18cb605a
* optimize sprite texture flush + update shaders * fix bugs * change logic a bit * crunch PNGs * hud size fix * clang * remove shaders from list * use really small alpha cut-off point for sprites * ad `flat` to vertex shaders too * increase cut-off very slightly * take *2 into account * ok for real this should be good enough
48 lines
1.3 KiB
GLSL
48 lines
1.3 KiB
GLSL
#version 430 core
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out vec4 color;
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in vec4 fragment_color;
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in vec3 tex_coord;
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uniform float alpha_reject;
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in flat uvec2 tex_info;
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layout (binding = 20) uniform sampler2D tex_T0;
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layout (binding = 21) uniform sampler2D tex_T1;
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layout (binding = 22) uniform sampler2D tex_T2;
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layout (binding = 23) uniform sampler2D tex_T3;
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layout (binding = 24) uniform sampler2D tex_T4;
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layout (binding = 25) uniform sampler2D tex_T5;
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layout (binding = 26) uniform sampler2D tex_T6;
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layout (binding = 27) uniform sampler2D tex_T7;
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layout (binding = 28) uniform sampler2D tex_T8;
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layout (binding = 29) uniform sampler2D tex_T9;
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vec4 sample_tex(vec2 coord, uint unit) {
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switch (unit) {
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case 0: return texture(tex_T0, coord);
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case 1: return texture(tex_T1, coord);
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case 2: return texture(tex_T2, coord);
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case 3: return texture(tex_T3, coord);
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case 4: return texture(tex_T4, coord);
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case 5: return texture(tex_T5, coord);
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case 6: return texture(tex_T6, coord);
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case 7: return texture(tex_T7, coord);
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case 8: return texture(tex_T8, coord);
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case 9: return texture(tex_T9, coord);
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default: return vec4(1.0, 0, 1.0, 1.0);
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}
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}
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void main() {
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vec4 T0 = sample_tex(tex_coord.xy / tex_coord.z, tex_info.x);
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if (tex_info.y == 0) {
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T0.w = 1.0;
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}
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color = fragment_color * T0 * 2.0;
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if (color.a <= alpha_reject) {
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discard;
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}
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}
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