mirror of
https://github.com/halpz/re3.git
synced 2025-07-10 11:18:55 +00:00
neo screen droplets
This commit is contained in:
@ -2,7 +2,8 @@ all: im2d_gl.inc simple_fs_gl.inc default_UV2_gl.inc \
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colourfilterIII_fs_gl.inc contrast_fs_gl.inc \
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neoRim_gl.inc neoRimSkin_gl.inc \
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neoWorldIII_fs_gl.inc neoGloss_vs_gl.inc neoGloss_fs_gl.inc \
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neoVehicle_vs_gl.inc neoVehicle_fs_gl.inc
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neoVehicle_vs_gl.inc neoVehicle_fs_gl.inc \
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im2d_UV2_gl.inc screenDroplet_fs_gl.inc
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im2d_gl.inc: im2d.vert
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(echo 'const char *im2d_vert_src =';\
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@ -66,3 +67,13 @@ neoVehicle_fs_gl.inc: neoVehicle.frag
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(echo 'const char *neoVehicle_frag_src =';\
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sed 's/..*/"&\\n"/' neoVehicle.frag;\
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echo ';') >neoVehicle_fs_gl.inc
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im2d_UV2_gl.inc: im2d_UV2.vert
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(echo 'const char *im2d_UV2_vert_src =';\
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sed 's/..*/"&\\n"/' im2d_UV2.vert;\
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echo ';') >im2d_UV2_gl.inc
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screenDroplet_fs_gl.inc: screenDroplet.frag
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(echo 'const char *screenDroplet_frag_src =';\
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sed 's/..*/"&\\n"/' screenDroplet.frag;\
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echo ';') >screenDroplet_fs_gl.inc
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21
src/extras/shaders/im2d_UV2.vert
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21
src/extras/shaders/im2d_UV2.vert
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@ -0,0 +1,21 @@
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uniform vec4 u_xform;
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VSIN(ATTRIB_POS) vec4 in_pos;
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VSOUT vec4 v_color;
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VSOUT vec2 v_tex0;
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VSOUT vec2 v_tex1;
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VSOUT float v_fog;
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void
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main(void)
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{
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gl_Position = in_pos;
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gl_Position.w = 1.0;
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gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;
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v_fog = DoFog(gl_Position.z);
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gl_Position.xyz *= gl_Position.w;
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v_color = in_color;
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v_tex0 = in_tex0;
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v_tex1 = in_tex1;
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}
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23
src/extras/shaders/im2d_UV2_gl.inc
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23
src/extras/shaders/im2d_UV2_gl.inc
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@ -0,0 +1,23 @@
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const char *im2d_UV2_vert_src =
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"uniform vec4 u_xform;\n"
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"VSIN(ATTRIB_POS) vec4 in_pos;\n"
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"VSOUT vec4 v_color;\n"
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"VSOUT vec2 v_tex0;\n"
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"VSOUT vec2 v_tex1;\n"
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"VSOUT float v_fog;\n"
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"void\n"
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"main(void)\n"
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"{\n"
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" gl_Position = in_pos;\n"
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" gl_Position.w = 1.0;\n"
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" gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;\n"
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" v_fog = DoFog(gl_Position.z);\n"
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" gl_Position.xyz *= gl_Position.w;\n"
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" v_color = in_color;\n"
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" v_tex0 = in_tex0;\n"
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" v_tex1 = in_tex1;\n"
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"}\n"
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;
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18
src/extras/shaders/screenDroplet.frag
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18
src/extras/shaders/screenDroplet.frag
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@ -0,0 +1,18 @@
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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FSIN vec4 v_color;
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FSIN vec2 v_tex0;
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FSIN vec2 v_tex1;
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FSIN float v_fog;
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void
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main(void)
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{
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vec4 color;
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color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
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color *= texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
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FRAGCOLOR(color);
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}
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BIN
src/extras/shaders/screenDroplet_PS.cso
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BIN
src/extras/shaders/screenDroplet_PS.cso
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Binary file not shown.
17
src/extras/shaders/screenDroplet_PS.hlsl
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17
src/extras/shaders/screenDroplet_PS.hlsl
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@ -0,0 +1,17 @@
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struct VS_out {
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float4 Position : POSITION;
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float2 TexCoord0 : TEXCOORD0;
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float2 TexCoord1 : TEXCOORD1;
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float4 Color : COLOR0;
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};
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sampler2D tex0 : register(s0);
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sampler2D tex1 : register(s1);
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float4 main(VS_out input) : COLOR
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{
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float4 color = input.Color;
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color *= tex2D(tex0, input.TexCoord0.xy);
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color *= tex2D(tex1, input.TexCoord1.xy);
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return color;
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}
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29
src/extras/shaders/screenDroplet_PS.inc
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29
src/extras/shaders/screenDroplet_PS.inc
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@ -0,0 +1,29 @@
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static unsigned char screenDroplet_PS_cso[] = {
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0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x2c, 0x00, 0x43, 0x54, 0x41, 0x42,
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0x1c, 0x00, 0x00, 0x00, 0x7b, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff,
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0x02, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
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0x74, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
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0x01, 0x00, 0x02, 0x00, 0x4c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x5c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x01, 0x00, 0x01, 0x00, 0x06, 0x00,
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0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x65, 0x78, 0x30,
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0x00, 0xab, 0xab, 0xab, 0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00,
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0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x65, 0x78, 0x31,
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0x00, 0xab, 0xab, 0xab, 0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00,
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0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x32,
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0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74,
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0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68,
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0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65,
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0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33,
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0x31, 0x31, 0x31, 0x00, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
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0x00, 0x00, 0x03, 0xb0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
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0x01, 0x00, 0x03, 0xb0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
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0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90,
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0x00, 0x08, 0x0f, 0xa0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90,
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0x01, 0x08, 0x0f, 0xa0, 0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
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0x00, 0x00, 0xe4, 0xb0, 0x00, 0x08, 0xe4, 0xa0, 0x42, 0x00, 0x00, 0x03,
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0x01, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0xb0, 0x01, 0x08, 0xe4, 0xa0,
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0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80,
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0x00, 0x00, 0xe4, 0x90, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
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0x01, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02,
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0x00, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00
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};
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20
src/extras/shaders/screenDroplet_fs_gl.inc
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20
src/extras/shaders/screenDroplet_fs_gl.inc
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@ -0,0 +1,20 @@
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const char *screenDroplet_frag_src =
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"uniform sampler2D tex0;\n"
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"uniform sampler2D tex1;\n"
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"FSIN vec4 v_color;\n"
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"FSIN vec2 v_tex0;\n"
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"FSIN vec2 v_tex1;\n"
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"FSIN float v_fog;\n"
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"void\n"
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"main(void)\n"
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"{\n"
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" vec4 color;\n"
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" color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
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" color *= texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
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" FRAGCOLOR(color);\n"
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"}\n"
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;
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