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tr1/output: fix sprites missing fog effect
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parent
def5d37192
commit
67354e9f43
2 changed files with 9 additions and 2 deletions
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@ -12,12 +12,14 @@ layout(location = 1) in vec2 inDisplacement;
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layout(location = 2) in int inUVWIdx;
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layout(location = 3) in float inShade;
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out vec4 gWorldPos;
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out vec2 gTexUV;
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flat out int gTexLayer;
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out float gShade;
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void main(void) {
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vec4 centerEyeSpace = uMatModelView * vec4(inPosition, 1.0);
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gWorldPos = centerEyeSpace;
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centerEyeSpace.xy += inDisplacement;
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gl_Position = uMatProjection * centerEyeSpace;
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@ -39,7 +41,9 @@ uniform sampler2D uTexEnvMap;
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uniform bool uSmoothingEnabled;
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uniform float uBrightnessMultiplier;
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uniform vec3 uGlobalTint;
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uniform vec2 uFog; // x = fog start, y = fog end
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in vec4 gWorldPos;
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in vec2 gTexUV;
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flat in int gTexLayer;
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in float gShade;
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@ -56,9 +60,11 @@ void main(void) {
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discard;
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}
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texColor.rgb *= 2.0 - (gShade / NEUTRAL_SHADE);
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texColor.rgb *= uBrightnessMultiplier;
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float shade = gShade;
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shade = shadeFog(shade, gWorldPos.z, uFog);
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texColor.rgb = applyShade(texColor.rgb, shade);
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texColor.rgb *= uGlobalTint;
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texColor.rgb *= uBrightnessMultiplier;
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outColor = vec4(texColor.rgb, 1.0);
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}
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#endif
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@ -12,6 +12,7 @@
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- fixed being stuck on the Restart Level page if using save crystals and F5 is pressed when no saves are present (#2700, regression from 4.8.2)
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- fixed being stuck on the Exit to Title page if using save crystals and a new save is made when there were previously none, and then F5 is pressed (#2700, regression from 4.9)
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- fixed the sprite UVs to restore the right and bottom edge pixels (#2672, regression from 4.8)
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- fixed sprites missing the fog effect (regression from 4.9)
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- improved bubble appearance (#2672)
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- improved rendering performance
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- removed the pretty pixels options (it's now always enabled, #2258)
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