mirror of
https://github.com/izzy2lost/Ghostship.git
synced 2026-06-19 01:17:03 -07:00
20674529ab
* Fixed GeoLayout loading and implemented mario loading from otr * Ported bobomb and coins * Ported cannon barrel * Ported blue_coin_switch * Fixed collision loading * Ported checkerboard_platform * Ported most of common0 to otr * Fixed amp on jp * Fixed some wrong yamls * Fixed faulty snow interpolation * Bump LUS * Extracted 99.99999% actors to be loaded from otr * Removed unnessesary print and added o2r mod support * Fixed headers * Added us support into geolayout parser * Fixed conflicts * Removed done indicators * Remove duplicated headers * Added bbh, bitdw, bitfs, bits, bob and lll loaded from otr * Bump torch * Fixed linux compilation * Pushed header generation * Got compiling on Linux working. (#59) * Added more data and hopefully fix more issues * Updated libultraship * bin dls and vtxs (#60) * Fixed master volume * Updated torch * Renamed otr files * Renamed otr en cmakelists * Updated libultraship and torch * Removed actors code * [WIP] The big one that removes almost all hardcoded assets from levels and actors * Updating cmake to match Starship * Updated more references * Updated cmake to add more targets * Updated o2r name * Removed unnecesary dma call * Updated gitmodules * Bump LUS, fixed cmake and fixed audio on windows * Update torch and wdw * Fixed some corrupted ptrs, cleaned up jp support and fixed bully * Added USE_GBI_TRACE * Fixed packaging.cmake and audio fixes * Removed old LUS * Updated torch and readded LUS * More compilation issues * Removed interpolation to use on the future the new system * Bump libs * Reimplemented skybox, and added synthesis overflow fix * Removed prints to use SPDLOG * This should had been on another branch but fuck it * Added more interpolation stuff * Fixed interpolation, fixed some random things and ported from GameInteractor to Lwyx's EventSystem * Removed some FrameInterpolation changes * Fixed gitignore and implemented PortEnhancements * Fixed interpolation crashes, WIP implemented reset among other fixes * Bump torch to fix paintings * Moved log to be a trace * Readded some frame tagging * Fixed rumble * Fixed skybox crashes * Bump LUS * Moved skybox and floats to float for better precision * Moved to health change and created lives change event * Fixed bubbles being broken * Fixed lives event not being registered * Fixed skybox crashes * Initialized mixer variables * Fixed some memory leaks * Fixed trajectory being exported incorrectly * Hopefully fixed us yamls * Fixed remaining us issues * Implemented o2r generation among some other things --------- Co-authored-by: KiritoDv <KiritoDv> Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>
79 lines
1.9 KiB
GLSL
79 lines
1.9 KiB
GLSL
@prism(type='fragment', name='Fast3D Fragment Shader', version='1.0.0', description='Ported shader to prism', author='Emill & Prism Team')
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@{GLSL_VERSION}
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@{attr} vec4 aVtxPos;
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@for(i in 0..2)
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@if(o_textures[i])
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@{attr} vec2 aTexCoord@{i};
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@{out} vec2 vTexCoord@{i};
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@{update_floats(2)}
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@for(j in 0..2)
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@if(o_clamp[i][j])
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@if(j == 0)
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@{attr} float aTexClampS@{i};
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@{out} float vTexClampS@{i};
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@else
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@{attr} float aTexClampT@{i};
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@{out} float vTexClampT@{i};
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@end
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@{update_floats(1)}
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@end
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@end
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@end
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@end
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@if(o_fog)
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@{attr} vec4 aFog;
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@{out} vec4 vFog;
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@{update_floats(4)}
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@end
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@if(o_grayscale)
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@{attr} vec4 aGrayscaleColor;
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@{out} vec4 vGrayscaleColor;
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@{update_floats(4)}
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@end
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@for(i in 0..o_inputs)
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@if(o_alpha)
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@{attr} vec4 aInput@{i + 1};
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@{out} vec4 vInput@{i + 1};
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@{update_floats(4)}
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@else
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@{attr} vec3 aInput@{i + 1};
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@{out} vec3 vInput@{i + 1};
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@{update_floats(3)}
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@end
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@end
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void main() {
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@for(i in 0..2)
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@if(o_textures[i])
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vTexCoord@{i} = aTexCoord@{i};
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@for(j in 0..2)
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@if(o_clamp[i][j])
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@if(j == 0)
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vTexClampS@{i} = aTexClampS@{i};
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@else
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vTexClampT@{i} = aTexClampT@{i};
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@end
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@end
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@end
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@end
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@end
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@if(o_fog)
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vFog = aFog;
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@end
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@if(o_grayscale)
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vGrayscaleColor = aGrayscaleColor;
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@end
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@for(i in 0..o_inputs)
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vInput@{i + 1} = aInput@{i + 1};
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@end
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gl_Position = aVtxPos;
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@if(opengles)
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gl_Position.z *= 0.3f;
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@end
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} |