mirror of
https://github.com/open-goal/jak-project
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f0ceea8b2e
* wip, taking a break to work on asm stuff first * the goal code for sparticle * mips2c the first sparticle asm function * temp * particle processing no longer crashing * temp * working texture cache for vi1 and hud textures * sprites * cleanup 1 * temp * temp * add zstd library * temp * working * tests * include fix * uncomment * better decomp of sparticle stuff, part 1 * update references
14 lines
484 B
GLSL
14 lines
484 B
GLSL
// Shader for the DirectRenderer. Inputs are RGBA + position.
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#version 330 core
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layout (location = 0) in vec3 position_in;
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layout (location = 1) in vec4 rgba_in;
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out vec4 fragment_color;
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void main() {
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// Note: position.y is multiplied by 32 instead of 16 to undo the half-height for interlacing stuff.
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gl_Position = vec4((position_in.x - 0.5) * 16., -(position_in.y - 0.5) * 32, position_in.z, 1.0);
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fragment_color = vec4(rgba_in.x, rgba_in.y, rgba_in.z, rgba_in.w + 0.5);
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} |