Files
jak-project/game/graphics/opengl_renderer/shaders/generic.vert
T
water111 a6fa04a83d [graphics] port generic VU1 to OpenGL (#1221)
* temp

* name the obvious ones

* un-pipelined the fast case in generic vu1

* generic2 dma

* pass2

* first pass at opengl

* many fixes

* fix hud, strip

* windows fix

* final tweaks

* memcard folder

* add missing include
2022-03-06 19:56:43 -05:00

89 lines
2.4 KiB
GLSL

#version 430 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 vec4 hvdf_offset;
out vec2 tex_coord;
out vec4 fragment_color;
out float fog;
out flat uvec2 tex_info;
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());
transformed.xyz = position_in * scale.xyz;
transformed.z += mat_32;
transformed.w = mat_23 * position_in.z + mat_33;
transformed *= -1; // todo?
// div Q, vf01.x, vf12.w perspective divide
// vu.Q = gen.fog.x() / gen.vtx_p0.w();
float Q = fog_constants.x / transformed.w;
float fog1 = -transformed.w + hvdf_offset.w;
float fog2 = min(fog1, fog_constants.z);
float fog3 = max(fog2, fog_constants.y);
fog = 1 - (fog3/256);
// itof12.xyz vf18, vf22 texture int to float
// vu.vf18.itof12(Mask::xyz, vu.vf22);
tex_coord = tex_coord_in / 4096.f; // TODO, more and wrong.
// 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 *= 512.0/448.0;
fragment_color = vec4(rgba_in.x, rgba_in.y, rgba_in.z, rgba_in.w * 2.);
tex_info = byte_info.xy;
}