Added graphics options for psx effects

This commit is contained in:
2026-02-03 19:41:06 +11:00
parent 6f1105cdbe
commit c0859e26cb
35 changed files with 252 additions and 304 deletions

View File

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