mirror of
https://github.com/open-goal/jak-project
synced 2026-07-05 13:43:52 -04:00
3ed009924f
* collision renderer v2 * update code * update again! * Update collision.vert * Update collide-target-h.gc * fix code * bleh * gah * minor fixes * fix stupidity * skip filters * fix subtitle that i missed * remove assert that doesn't work! * Update hint-control.gc
151 lines
6.1 KiB
GLSL
151 lines
6.1 KiB
GLSL
#version 430 core
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layout (location = 0) in vec3 position_in;
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layout (location = 1) in uint flags;
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layout (location = 2) in vec3 normal_in;
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layout (location = 3) in uint pat;
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uniform vec4 hvdf_offset;
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uniform mat4 camera;
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uniform vec4 camera_position;
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uniform float fog_constant;
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uniform float fog_min;
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uniform float fog_max;
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uniform int wireframe;
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uniform int mode;
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out vec4 fragment_color;
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const int PAT_MOD_COUNT = 3;
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const int PAT_EVT_COUNT = 7;
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const int PAT_MAT_COUNT = 23;
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uniform uint collision_mode_mask[(PAT_MOD_COUNT + 31) / 32];
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uniform uint collision_event_mask[(PAT_EVT_COUNT + 31) / 32];
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uniform uint collision_material_mask[(PAT_MAT_COUNT + 31) / 32];
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uniform uint collision_skip_mask;
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const int MODE_NONE = 0;
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const int MODE_MODE = 1;
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const int MODE_EVENT = 2;
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const int MODE_MATERIAL = 3;
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uint pat_get_mode(uint p) { return (p >> 3) & 0x7; }
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uint pat_get_material(uint p) { return (p >> 6) & 0x3f; }
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uint pat_get_event(uint p) { return (p >> 14) & 0x3f; }
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bool logtest(uint a, uint b) { return (a & b) != 0; }
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bool logtesta(uint a, uint b) { return (a & b) == b; }
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void main() {
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// Step 3, the camera transform
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vec4 transformed = -camera[3].xyzw;
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transformed += -camera[0] * position_in.x;
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transformed += -camera[1] * position_in.y;
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transformed += -camera[2] * position_in.z;
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// compute Q
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float Q = fog_constant / transformed[3];
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// perspective divide!
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transformed.xyz *= Q;
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// offset
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transformed.xyz += hvdf_offset.xyz;
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// correct xy offset
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transformed.xy -= (2048.);
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// correct z scale
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transformed.z /= (8388608);
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transformed.z -= 1;
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// correct xy scale
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transformed.x /= (256);
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transformed.y /= -(128);
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// hack
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transformed.xyz *= transformed.w;
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gl_Position = transformed;
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// scissoring area adjust
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gl_Position.y *= 512.0/448.0;
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// wireframe check
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if (wireframe == 0) {
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// lighting check
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vec3 to_cam = camera_position.xyz - position_in;
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float dist_from_cam = length(to_cam);
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vec3 to_cam_n = to_cam / dist_from_cam;
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float cam_dot = abs(dot(to_cam_n, normal_in));
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// base colors
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fragment_color = vec4(0.5, 0.6, 0.6, 1);
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fragment_color.xyz *= (pow(cam_dot, 3) + 0.3);
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// pat checks
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uint pMode = pat_get_mode(pat);
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uint pMat = pat_get_material(pat);
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uint pEvent = pat_get_event(pat);
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if (logtest(collision_mode_mask[pMode/32], 1 << (pMode & 0x1f)) &&
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logtest(collision_material_mask[pMat/32], 1 << (pMat & 0x1f)) &&
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logtest(collision_event_mask[pEvent/32], 1 << (pEvent & 0x1f)) &&
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logtesta(collision_skip_mask, pat)) {
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// fancy colors
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if (mode == MODE_MODE) {
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switch ( pMode ) {
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case 0: fragment_color.rgb *= vec3(1.25, 0.1, 0.1); break; // ground
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case 1: fragment_color.rgb *= vec3(0.1, 0.1, 1.0); break; // wall
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case 2: fragment_color.rgb *= vec3(1.0, 0.1, 1.0); break; // obstacle
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default: fragment_color.rgb = vec3(1, 0, 1); break;
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}
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} else if (mode == MODE_EVENT) {
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switch ( pEvent ) {
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case 0: fragment_color.rgb *= vec3(1.0); break; // none
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case 1: fragment_color.rgb *= vec3(0.2, 1.0, 1.0); break; // deadly
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case 2: fragment_color.rgb *= vec3(0.1, 1.0, 0.1); break; // endlessfall
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case 3: fragment_color.rgb *= vec3(1.0, 1.0, 0.1); break; // burn
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case 4: fragment_color.rgb *= vec3(0.1, 0.1, 1.0); break; // deadlyup
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case 5: fragment_color.rgb *= vec3(1.0, 0.1, 0.5); break; // burnup
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case 6: fragment_color.rgb *= vec3(1.0, 0.1, 0.1); break; // melt
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default: fragment_color.rgb = vec3(1, 0, 1); break;
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}
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} else if (mode == MODE_MATERIAL) {
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switch ( pMat ) {
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case 0: fragment_color.rgb *= vec3(1.0, 0.7, 1.0); break; // stone
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case 1: fragment_color.rgb *= vec3(0.1, 2.0, 2.0); break; // ice
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case 2: fragment_color.rgb *= vec3(0.75, 0.25, 0.1); break; // quicksand
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case 3: fragment_color.rgb *= vec3(0.1, 0.25, 0.75); break; // waterbottom
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case 4: fragment_color.rgb *= vec3(0.5, 0.15, 0.1); break; // tar
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case 5: fragment_color.rgb *= vec3(2.0, 1.5, 0.5); break; // sand
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case 6: fragment_color.rgb *= vec3(1.5, 0.75, 0.1); break; // wood
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case 7: fragment_color.rgb *= vec3(0.1, 1.35, 0.1); break; // grass
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case 8: fragment_color.rgb *= vec3(1.7, 1.3, 0.1); break; // pcmetal
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case 9: fragment_color.rgb *= vec3(1.8); break; // snow
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case 10: fragment_color.rgb *= vec3(1.5, 0.2, 1.0); break; // deepsnow
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case 11: fragment_color.rgb *= vec3(1.2, 0.5, 0.3); break; // hotcoals
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case 12: fragment_color.rgb *= vec3(1.4, 0.1, 0.1); break; // lava
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case 13: fragment_color.rgb *= vec3(0.8, 0.3, 0.1); break; // crwood
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case 14: fragment_color.rgb *= vec3(1.0, 0.4, 1.0); break; // gravel
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case 15: fragment_color.rgb *= vec3(1.5, 0.5, 0.15); break; // dirt
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case 16: fragment_color.rgb *= vec3(0.7, 0.7, 1.0); break; // metal
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case 17: fragment_color.rgb *= vec3(0.1, 0.1, 1.2); break; // straw
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case 18: fragment_color.rgb *= vec3(0.75, 1.75, 0.75); break; // tube
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case 19: fragment_color.rgb *= vec3(0.4, 0.1, 0.8); break; // swamp
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case 20: fragment_color.rgb *= vec3(0.1, 0.4, 0.8); break; // stopproj
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case 21: fragment_color.rgb *= vec3(1.9, 0.1, 1.9); break; // rotate
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case 22: fragment_color.rgb *= vec3(1.0); break; // neutral
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default: fragment_color.rgb = vec3(1, 0, 1); break;
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}
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} else {
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fragment_color = vec4((normal_in + 1)*.5, 1);
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fragment_color.xyz *= (pow(cam_dot, 3) + 0.3);
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}
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} else {
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// filtered out. goodbye!
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fragment_color.rgba = vec4(0);
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}
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} else {
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fragment_color = vec4(0.12, 0.12, 0.12, 0.5);
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}
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}
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