mirror of
https://github.com/open-goal/jak-project
synced 2026-09-08 11:56:11 -04:00
2c12a4e00b
Work in progress minimap. Known issues: - "path finding" doesn't appear to work - it gets stuck forever in many cases - some nasty patches around timer-based code - jak arrow blending issues - would be nice to make it higher resolution if the search is forced to terminate due to iteration/time limits, the icon is not in the right place 
109 lines
3.1 KiB
GLSL
109 lines
3.1 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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in flat uint use_uv;
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uniform float alpha_reject;
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uniform float color_mult;
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uniform float alpha_mult;
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uniform float alpha_sub;
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uniform float ta0;
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uniform vec4 fog_color;
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in flat uvec4 tex_info;
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in float fog;
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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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vec4 sample_tex_px(vec2 coordf, uint unit) {
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ivec2 coord;
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coord.x = int(coordf.x / 16);
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coord.y = int(coordf.y / 16);
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switch (unit) {
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case 0: return texelFetch(tex_T0, coord, 0);
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case 1: return texelFetch(tex_T1, coord, 0);
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case 2: return texelFetch(tex_T2, coord, 0);
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case 3: return texelFetch(tex_T3, coord, 0);
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case 4: return texelFetch(tex_T4, coord, 0);
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case 5: return texelFetch(tex_T5, coord, 0);
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case 6: return texelFetch(tex_T6, coord, 0);
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case 7: return texelFetch(tex_T7, coord, 0);
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case 8: return texelFetch(tex_T8, coord, 0);
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case 9: return texelFetch(tex_T9, coord, 0);
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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;
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if (use_uv == 1) {
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T0 = sample_tex_px(tex_coord.xy, tex_info.x);
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} else {
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T0 = sample_tex(tex_coord.xy / tex_coord.z, tex_info.x);
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}
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// y is tcc
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// z is decal
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if (T0.w == 0) {
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T0.w = ta0;
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}
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if (tex_info.y == 0) {
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if (tex_info.z == 0) {
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// modulate + no tcc
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color.xyz = fragment_color.xyz * T0.xyz;
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color.w = fragment_color.w;
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} else {
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// decal + no tcc
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color.xyz = T0.xyz * 0.5;
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color.w = fragment_color.w;
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}
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} else {
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if (tex_info.z == 0) {
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// modulate + tcc
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color = fragment_color * T0;
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} else {
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// decal + tcc
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color.xyz = T0.xyz * 0.5;
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color.w = T0.w;
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}
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}
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color *= 2;
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color.xyz *= color_mult;
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color.w *= alpha_mult;
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if (color.a < alpha_reject) {
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discard;
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}
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if (tex_info.w == 1) {
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color.xyz = mix(color.xyz, fog_color.rgb, clamp(fog_color.a * fog, 0, 1));
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}
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}
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