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synced 2024-11-14 21:37:42 -07:00
cheapass fix for texture positions, atleast effective at 1xIR
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parent
a3fed77da3
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@ -128,10 +128,6 @@ void main()
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vec4 depthR = texelFetch(DepthBuffer, coord + ivec2(scale,0), 0);
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vec4 attrR = texelFetch(AttrBuffer, coord + ivec2(scale,0), 0);
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/*if ((polyid != int(attrU.r * 63.0) && isless(depth.r, depthU.r)) ||
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(polyid != int(attrD.r * 63.0) && isless(depth.r, depthD.r)) ||
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(polyid != int(attrL.r * 63.0) && isless(depth.r, depthL.r)) ||
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(polyid != int(attrR.r * 63.0) && isless(depth.r, depthR.r)))*/
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if (isgood(attrU, depthU.r, polyid, depth.r) ||
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isgood(attrD, depthD.r, polyid, depth.r) ||
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isgood(attrL, depthL.r, polyid, depth.r) ||
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@ -660,7 +656,7 @@ void main()
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int zshift = (attr >> 16) & 0x1F;
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vec4 fpos;
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fpos.xy = ((vec2(vPosition.xy) * 2.0) / uScreenSize) - 1.0;
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fpos.xy = (((vec2(vPosition.xy) + 0.5) * 2.0) / uScreenSize) - 1.0;
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fpos.z = (float(vPosition.z << zshift) / 8388608.0) - 1.0;
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fpos.w = float(vPosition.w) / 65536.0f;
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fpos.xyz *= fpos.w;
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@ -683,7 +679,7 @@ void main()
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int zshift = (attr >> 16) & 0x1F;
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vec4 fpos;
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fpos.xy = ((vec2(vPosition.xy) * 2.0) / uScreenSize) - 1.0;
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fpos.xy = (((vec2(vPosition.xy) + 0.5) * 2.0) / uScreenSize) - 1.0;
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fZ = float(vPosition.z << zshift) / 16777216.0;
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fpos.w = float(vPosition.w) / 65536.0f;
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fpos.xy *= fpos.w;
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