Files
jak-project/game/graphics/opengl_renderer/shaders/direct_basic_textured.vert
T
water111 2c12a4e00b [jak2] WIP minimap (#2280)
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

![image](https://user-images.githubusercontent.com/48171810/221432792-678d6124-a6a6-4875-a91f-7eceedbfec98.png)
2023-02-27 19:51:14 -05:00

33 lines
999 B
GLSL

#version 430 core
layout (location = 0) in vec4 position_in;
layout (location = 1) in vec4 rgba_in;
layout (location = 2) in vec3 tex_coord_in;
out vec4 fragment_color;
out vec3 tex_coord;
out float fog;
// putting all texture info stuff here so it's easier to copy-paste
layout (location = 3) in uvec4 tex_info_in;
layout (location = 4) in uint use_uv_in;
out flat uvec4 tex_info;
out flat uint use_uv;
uniform int offscreen_mode;
void main() {
if (offscreen_mode == 1) {
gl_Position = vec4((position_in.x - 0.453125) * 64., (position_in.y - 0.5 + (2.25 / 64)) * 64, position_in.z * 2 - 1., 1.0);
} else {
gl_Position = vec4((position_in.x - 0.5) * 16., -(position_in.y - 0.5) * 32 * HEIGHT_SCALE, position_in.z * 2 - 1., 1.0);
// scissoring area adjust
gl_Position.y *= SCISSOR_ADJUST;
}
fragment_color = vec4(rgba_in.x, rgba_in.y, rgba_in.z, rgba_in.w * 2.);
tex_coord = tex_coord_in;
tex_info = tex_info_in;
fog = 255 - position_in.w;
use_uv = use_uv_in;
}