mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-12-23 16:21:50 +01:00
cam fix; forgot some shaders
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a35b3b4602
commit
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@ -24,9 +24,7 @@ public:
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int32 type;
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char name[24];
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int32 numFrames;
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#ifdef PED_SKIN
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int16 boneTag;
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#endif
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void *keyFrames;
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void *keyFramesCompressed;
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@ -1008,7 +1008,8 @@ CCamera::CamControl(void)
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ReqMode = CCam::MODE_FOLLOWPED;
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// Check 1st person mode
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if(m_bLookingAtPlayer && pTargetEntity->IsPed() && !m_WideScreenOn && !Cams[0].Using3rdPersonMouseCam()
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if((m_bLookingAtPlayer || m_bEnable1rstPersonCamCntrlsScript) && pTargetEntity->IsPed() &&
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(!m_WideScreenOn || m_bEnable1rstPersonCamCntrlsScript) && !Cams[0].Using3rdPersonMouseCam()
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#ifdef FREE_CAM
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&& !CCamera::bFreeCam
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#endif
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@ -1024,6 +1025,8 @@ CCamera::CamControl(void)
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CPad::GetPad(0)->GetCross() || CPad::GetPad(0)->GetCircle() ||
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CTimer::GetTimeInMilliseconds() - m_uiFirstPersonCamLastInputTime > 2850.0f){
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m_bFirstPersonBeingUsed = false;
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}else if(CPad::GetPad(0)->TargetJustDown()){
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m_bFirstPersonBeingUsed = false;
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m_bJustJumpedOutOf1stPersonBecauseOfTarget = true;
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}
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}
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@ -2,7 +2,8 @@ all: im2d_gl.inc simple_fs_gl.inc default_UV2_gl.inc \
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colourfilterVC_fs_gl.inc contrast_fs_gl.inc \
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neoRim_gl.inc neoRimSkin_gl.inc \
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neoWorldVC_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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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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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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