|
8 | 8 | };
|
9 | 9 |
|
10 | 10 | // Snap vertex to achieve PSX look
|
11 |
| - #ifdef TRANSFORM_PSX |
12 |
| - float4 PSXTransform(float4 vertex, float2 resolution) { |
13 |
| - float4 snappedPos = vertex; |
14 |
| - snappedPos.xyz = vertex.xyz / vertex.w; // convert to normalised device coordinates (NDC) |
15 |
| - snappedPos.xy = floor(resolution * snappedPos.xy) / resolution; // snap the vertex to the lower-resolution grid |
16 |
| - snappedPos.xyz *= vertex.w; // convert back to projection-space |
17 |
| - |
18 |
| - return snappedPos; |
19 |
| - } |
20 |
| - #endif |
21 |
| - // ---------------------- |
| 11 | + float4 PSXTransform(float4 vertex, float2 resolution) { |
| 12 | + float4 snappedPos = vertex; |
| 13 | + snappedPos.xyz = vertex.xyz / vertex.w; // convert to normalised device coordinates (NDC) |
| 14 | + snappedPos.xy = floor(resolution * snappedPos.xy) / resolution; // snap the vertex to the lower-resolution grid |
| 15 | + snappedPos.xyz *= vertex.w; // convert back to projection-space |
22 | 16 |
|
23 |
| - #ifdef TRANSFORM_BILLBOARD |
24 |
| - float4 billboardTransform(float4 vertex, int billboard) { |
25 |
| - float3 right = float3(1, 0, 0); |
26 |
| - float3 up = float3(0, 1, 0); |
| 17 | + return snappedPos; |
| 18 | + } |
| 19 | + // ---------------------- |
27 | 20 |
|
28 |
| - if ((billboard & 2) != 0) { // X |
29 |
| - right = float3(Camera.view[0][0], Camera.view[1][0], Camera.view[2][0]); |
30 |
| - } |
| 21 | + float4 billboardTransform(float4 vertex, uint billboard) { |
| 22 | + float3 right = float3(1, 0, 0); |
| 23 | + float3 up = float3(0, 1, 0); |
31 | 24 |
|
32 |
| - if ((billboard & 4) != 0) {// Y |
33 |
| - up = float3(Camera.view[0][1], Camera.view[1][1], Camera.view[2][1]); |
34 |
| - } |
| 25 | + if ((billboard & 2) != 0) { // X |
| 26 | + right = float3(Camera.view[0][0], Camera.view[1][0], Camera.view[2][0]); |
| 27 | + } |
35 | 28 |
|
36 |
| - return float4((right * vertex.x) + (up * vertex.y), 1.); |
| 29 | + if ((billboard & 4) != 0) {// Y |
| 30 | + up = float3(Camera.view[0][1], Camera.view[1][1], Camera.view[2][1]); |
37 | 31 | }
|
38 |
| - #endif |
| 32 | + |
| 33 | + return float4((right * vertex.x) + (up * vertex.y), 1.); |
| 34 | + } |
39 | 35 |
|
40 | 36 | #ifdef SKINNED
|
41 | 37 | #ifdef TRANSFORM_BONES
|
|
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