[XCX] ... and cut-scenes

Plz tell me I didn't **** up this one..
This commit is contained in:
getdls 2017-11-28 01:02:30 +01:00
parent fa8bdc20c6
commit 00e785fde5

View File

@ -24,6 +24,15 @@ layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1; layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0; layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
highp float lineRand(vec2 co)
{
highp float a = 12.9898;
highp float b = 78.233;
highp float c = 43758.5453;
highp float dt = dot(co.xy, vec2(a, b));
highp float sn = mod(dt, 3.14);
return fract(sin(sn) * c);
}
int clampFI32(int v) int clampFI32(int v)
{ {
if( v == 0x7FFFFFFF ) if( v == 0x7FFFFFFF )
@ -71,8 +80,8 @@ activeMaskStackC[0] = true;
activeMaskStackC[1] = true; activeMaskStackC[1] = true;
vec3 cubeMapSTM; vec3 cubeMapSTM;
int cubeMapFaceId; int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem0); R0i = floatBitsToInt(passParameterSem0)+ (lineRand(gl_FragCoord.xy)*0.0001));
R1i = floatBitsToInt(passParameterSem1); R1i = floatBitsToInt(passParameterSem1)-(lineRand(gl_FragCoord.yx)*0.0001));
if( activeMaskStackC[1] == true ) { if( activeMaskStackC[1] == true ) {
R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz); R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz);
} }
@ -375,10 +384,10 @@ R3i.w = PV1i.y;
R3i.w = clampFI32(R3i.w); R3i.w = clampFI32(R3i.w);
} }
if( activeMaskStackC[3] == true ) { if( activeMaskStackC[3] == true ) {
R0i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R0i.xy), intBitsToFloat(R0i.w)))); R0i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R0i.xy)+ (lineRand(gl_FragCoord.xy)*0.0002), intBitsToFloat(R0i.w))));
R1i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R1i.zy), intBitsToFloat(R1i.w)))); R1i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R1i.zy)+ (lineRand(gl_FragCoord.yx)*0.0002), intBitsToFloat(R1i.w))));
R2i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R2i.xy), intBitsToFloat(R2i.w)))); R2i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R2i.xy)+ (lineRand(gl_FragCoord.xy)*0.0002), intBitsToFloat(R2i.w))));
R3i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R3i.xz), intBitsToFloat(R3i.w)))); R3i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R3i.xz)+ (lineRand(gl_FragCoord.yx)*0.0002), intBitsToFloat(R3i.w))));
} }
if( activeMaskStackC[3] == true ) { if( activeMaskStackC[3] == true ) {
activeMaskStack[3] = activeMaskStack[2]; activeMaskStack[3] = activeMaskStack[2];
@ -528,10 +537,10 @@ R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupR
R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(uf_remappedPS[29].y) / resScale); // R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(uf_remappedPS[29].y) / resScale); //
} }
if( activeMaskStackC[2] == true ) { if( activeMaskStackC[2] == true ) {
R0i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).x); R0i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)+ (lineRand(gl_FragCoord.xy)*0.0002)).x);
R2i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.zw)).x); R2i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.zw)+ (lineRand(gl_FragCoord.xy)*0.0002)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)+ (lineRand(gl_FragCoord.xy)*0.0002)).x);
R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)+ (lineRand(gl_FragCoord.xy)*0.0002)).x);
} }
if( activeMaskStackC[2] == true ) { if( activeMaskStackC[2] == true ) {
// 0 // 0
@ -582,5 +591,5 @@ R0i.y = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[30
R0i.z = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[30].x) + intBitsToFloat(uf_remappedPS[30].y))); R0i.z = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[30].x) + intBitsToFloat(uf_remappedPS[30].y)));
} }
// export // export
passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.y)*shadowExposure, intBitsToFloat(R0i.z)*shadowExposure, intBitsToFloat(R0i.w));
} }