Added graphics options for psx effects
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@@ -16,8 +16,9 @@ uniform sampler2D albedo: source_color, filter_nearest_mipmap;
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global uniform float vertex_jitter: hint_range(0.0, 1.0) = 0.5;
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uniform bool jitter_z_coordinate = true;
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uniform bool jitter_depth_independent = true;
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global uniform bool affine_mapping = true;
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global uniform float affine_amount: hint_range(0.0, 1.0) = 1.0;
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uniform float alpha_scissor: hint_range(0.0, 1.0) = 1.0;
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varying vec2 perspective_uv;
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void vertex() {
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VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
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@@ -38,19 +39,14 @@ void vertex() {
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VERTEX.z = z_orig;
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}
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POSITION = PROJECTION_MATRIX * vec4(VERTEX, 1.0);
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if (affine_mapping) {
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POSITION /= abs(POSITION.w);
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//UV *= VERTEX.z;
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}
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perspective_uv = UV;
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UV *= VERTEX.z;
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}
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void fragment() {
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vec2 uv = UV;
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//if (affine_texture_mapping) {
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// uv /= VERTEX.z;
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//}
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uv /= (VERTEX.z);
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uv = mix(perspective_uv, uv, affine_amount);
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ALBEDO = texture(albedo, uv).rgb;
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ALPHA = texture(albedo, uv).a;
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