simplify shader

This commit is contained in:
ManDude 2022-01-10 06:27:45 +00:00
parent aaf8e5ea45
commit 97bd9b77be

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@ -56,12 +56,12 @@ vec4 sprite_transform2(vec4 root, vec4 off, mat4 cam, mat3 sprite_rot, float sx,
vec3 offset = sprite_rot[0] * off.x * sx + sprite_rot[1] * off.y + sprite_rot[2] * off.z * sy; vec3 offset = sprite_rot[0] * off.x * sx + sprite_rot[1] * off.y + sprite_rot[2] * off.z * sy;
pos.xyz += offset.xyz; pos.xyz += offset.xyz;
vec4 transformed_pos = matrix_transform(cam, pos); vec4 transformed_pos = -matrix_transform(cam, pos);
float Q = pfog0 / transformed_pos.w; float Q = pfog0 / transformed_pos.w;
transformed_pos.xyz *= Q; transformed_pos.xyz *= Q;
vec4 offset_pos = transformed_pos + hvdf_off; vec4 offset_pos = transformed_pos + hvdf_off;
offset_pos.w = max(offset_pos.w, fog_max); // offset_pos.w = max(offset_pos.w, fog_max);
offset_pos.w = min(offset_pos.w, fog_min); // offset_pos.w = min(offset_pos.w, fog_min);
return offset_pos; return offset_pos;
} }
@ -82,41 +82,19 @@ void main() {
vec4 transformed_pos_vf02 = matrix_transform(camera, xyz_sx); vec4 transformed_pos_vf02 = matrix_transform(camera, xyz_sx);
vec4 scales_vf01 = xyz_sx; // now used for something else. vec4 scales_vf01 = xyz_sx; // now used for something else.
vec4 fog_consts_vf12 = vec4(fog_min, fog_max, max_scale, bonus);
scales_vf01.z = sy; // start building the scale vector scales_vf01.z = sy; // start building the scale vector
float Q = pfog0 / transformed_pos_vf02.w; float Q = pfog0 / transformed_pos_vf02.w;
// quat.z *= deg_to_rad; // quat.z *= deg_to_rad;
scales_vf01.z *= Q; // sy scales_vf01.zw *= Q; // sy sx
scales_vf01.w *= Q; // sx
transformed_pos_vf02.x *= Q; transformed_pos_vf02.xyz *= Q;
transformed_pos_vf02.y *= Q;
transformed_pos_vf02.z *= Q;
scales_vf01.x = scales_vf01.z; // = sy scales_vf01.x = scales_vf01.z; // = sy
vec4 offset_pos_vf10 = transformed_pos_vf02 + hvdf_offset;
scales_vf01.x *= scales_vf01.w; // x = sx * sy scales_vf01.x *= scales_vf01.w; // x = sx * sy
offset_pos_vf10.w = max(offset_pos_vf10.w, fog_max);
scales_vf01.z = max(scales_vf01.z, min_scale);
scales_vf01.w = max(scales_vf01.w, min_scale);
scales_vf01.x *= inv_area; // x = sx * sy * inv_area (area ratio) scales_vf01.x *= inv_area; // x = sx * sy * inv_area (area ratio)
offset_pos_vf10.w = min(offset_pos_vf10.w, fog_min);
scales_vf01.z = min(scales_vf01.z, fog_consts_vf12.z);
scales_vf01.w = min(scales_vf01.w, fog_consts_vf12.z);
scales_vf01.x = min(scales_vf01.x, 1.0); scales_vf01.x = min(scales_vf01.x, 1.0);
transformed_pos_vf02.w = offset_pos_vf10.w - fog_consts_vf12.y;
fragment_color.w *= scales_vf01.x; // is this right? doesn't this stall?? fragment_color.w *= scales_vf01.x; // is this right? doesn't this stall??
mat3 rot = sprite_quat_to_rot(quat.x, quat.y, quat.z); mat3 rot = sprite_quat_to_rot(quat.x, quat.y, quat.z);