Files
20674529ab [WIP] Implemented GeoLayout loading and moved to otr every actor (#53)
* 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>
2026-01-07 01:37:43 -06:00

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')
@{GLSL_VERSION}
@{attr} vec4 aVtxPos;
@for(i in 0..2)
@if(o_textures[i])
@{attr} vec2 aTexCoord@{i};
@{out} vec2 vTexCoord@{i};
@{update_floats(2)}
@for(j in 0..2)
@if(o_clamp[i][j])
@if(j == 0)
@{attr} float aTexClampS@{i};
@{out} float vTexClampS@{i};
@else
@{attr} float aTexClampT@{i};
@{out} float vTexClampT@{i};
@end
@{update_floats(1)}
@end
@end
@end
@end
@if(o_fog)
@{attr} vec4 aFog;
@{out} vec4 vFog;
@{update_floats(4)}
@end
@if(o_grayscale)
@{attr} vec4 aGrayscaleColor;
@{out} vec4 vGrayscaleColor;
@{update_floats(4)}
@end
@for(i in 0..o_inputs)
@if(o_alpha)
@{attr} vec4 aInput@{i + 1};
@{out} vec4 vInput@{i + 1};
@{update_floats(4)}
@else
@{attr} vec3 aInput@{i + 1};
@{out} vec3 vInput@{i + 1};
@{update_floats(3)}
@end
@end
void main() {
@for(i in 0..2)
@if(o_textures[i])
vTexCoord@{i} = aTexCoord@{i};
@for(j in 0..2)
@if(o_clamp[i][j])
@if(j == 0)
vTexClampS@{i} = aTexClampS@{i};
@else
vTexClampT@{i} = aTexClampT@{i};
@end
@end
@end
@end
@end
@if(o_fog)
vFog = aFog;
@end
@if(o_grayscale)
vGrayscaleColor = aGrayscaleColor;
@end
@for(i in 0..o_inputs)
vInput@{i + 1} = aInput@{i + 1};
@end
gl_Position = aVtxPos;
@if(opengles)
gl_Position.z *= 0.3f;
@end
}