Files
jak-project/game/graphics/opengl_renderer/shaders/collision.vert
T
Matt Dallmeyer e594b23469 [jak3] Collision Renderer - support new pat-events and pat-materials (#4049)
before
<img width="3840" height="2160" alt="image"
src="https://github.com/user-attachments/assets/23740c18-f9f4-4049-adb4-fdcc3f6a0123"
/>

after
<img width="3840" height="2160" alt="image"
src="https://github.com/user-attachments/assets/19d0538c-5a17-4694-a368-e2b077333305"
/>

event mode with some new colors:
<img width="3840" height="2110" alt="image"
src="https://github.com/user-attachments/assets/a76f157c-b702-4e2f-943a-841964a0ebb6"
/>

material mode with some new colors:
<img width="3840" height="2110" alt="image"
src="https://github.com/user-attachments/assets/b698065d-4225-4e57-b9f5-cb176c20c94f"
/>
2025-10-17 21:41:09 +02:00

132 lines
4.1 KiB
GLSL

#version 410 core
layout (location = 0) in vec3 position_in;
layout (location = 1) in uint flags;
layout (location = 2) in vec3 normal_in;
layout (location = 3) in uint pat;
uniform vec4 hvdf_offset;
uniform mat4 camera;
uniform vec4 camera_position;
uniform float fog_constant;
uniform float fog_min;
uniform float fog_max;
uniform int wireframe;
uniform int wireframe_enabled;
uniform int mode;
uniform int version;
out vec4 fragment_color;
const int PAT_MOD_COUNT = 4;
const int PAT_EVT_COUNT = 20;
const int PAT_MAT_COUNT = 34;
uniform uint collision_mode_mask[(PAT_MOD_COUNT + 31) / 32];
uniform uint collision_event_mask[(PAT_EVT_COUNT + 31) / 32];
uniform uint collision_material_mask[(PAT_MAT_COUNT + 31) / 32];
uniform uint collision_skip_mask;
uniform uint collision_skip_hide_mask;
uniform uint collision_skip_nomask_allowed;
const int MODE_NONE = 0;
const int MODE_MODE = 1;
const int MODE_EVENT = 2;
const int MODE_MATERIAL = 3;
uint pat_get_mode(uint p) { return version == 2 || version == 3 ? (p >> 7) & 0x7u : (p >> 3) & 0x7u; }
uint pat_get_material(uint p) { return version == 2 || version == 3 ? (p >> 10) & 0x3fu : (p >> 6) & 0x3fu; }
uint pat_get_event(uint p) { return version == 2 || version == 3 ? (p >> 18) & 0x3fu : (p >> 14) & 0x3fu; }
uint pat_get_skip(uint p) { return version == 2 || version == 3 ? p & 0x1f03007fu : p & 0x3007u; }
bool logtest(uint a, uint b) { return (a & b) != 0; }
bool logtesta(uint a, uint b) { return (a & b) == b; }
layout(std140) uniform PatColors {
vec4 pat_mode_colors[PAT_MOD_COUNT];
vec4 pat_material_colors[PAT_MAT_COUNT];
vec4 pat_event_colors[PAT_EVT_COUNT];
};
void main() {
// Step 3, the camera transform
vec4 transformed = -camera[3].xyzw;
transformed += -camera[0] * position_in.x;
transformed += -camera[1] * position_in.y;
transformed += -camera[2] * position_in.z;
// compute Q
float Q = fog_constant / transformed[3];
// perspective divide!
transformed.xyz *= Q;
// offset
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;
// wireframe check
if (wireframe == 0) {
// lighting check
vec3 to_cam = camera_position.xyz - position_in;
float dist_from_cam = length(to_cam);
vec3 to_cam_n = to_cam / dist_from_cam;
float cam_dot = abs(dot(to_cam_n, normal_in));
// base colors
fragment_color = vec4(vec3(0.75), 1);
if (wireframe_enabled == 0) {
fragment_color.rgb *= (pow(cam_dot, 2) * 0.35 + 0.65);
} else {
fragment_color.rgb *= (pow(cam_dot, 2.5) * 0.25 + 0.75);
}
// pat checks
uint pMode = pat_get_mode(pat);
uint pMat = pat_get_material(pat);
uint pEvent = pat_get_event(pat);
uint pSkip = pat_get_skip(pat);
if (logtest(collision_mode_mask[pMode/32], 1 << (pMode & 0x1fu)) &&
logtest(collision_material_mask[pMat/32], 1 << (pMat & 0x1fu)) &&
logtest(collision_event_mask[pEvent/32], 1 << (pEvent & 0x1fu)) &&
!logtest(collision_skip_hide_mask, pSkip) &&
((pSkip == 0 && collision_skip_nomask_allowed == 1) || (pSkip != 0 && (collision_skip_mask == 0 || logtest(pSkip, collision_skip_mask))))) {
// fancy colors
if (mode == MODE_MODE) {
fragment_color.rgb *= pat_mode_colors[pMode].rgb;
} else if (mode == MODE_EVENT) {
fragment_color.rgb *= pat_event_colors[pEvent].rgb;
} else if (mode == MODE_MATERIAL) {
fragment_color.rgb *= pat_material_colors[pMat].rgb;
} else {
fragment_color = vec4((normal_in + 1)*.5, 1);
fragment_color.rgb *= (pow(cam_dot, 2) * 0.5 + 0.5);
}
if (fragment_color.r < 0 || fragment_color.g < 0 || fragment_color.b < 0) {
fragment_color.rgb = vec3(1, 0, 1);
}
} else {
// filtered out. goodbye!
fragment_color.rgba = vec4(0);
}
} else {
fragment_color = vec4(0.12, 0.12, 0.12, 0.5);
}
}