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Update to u34 and add Controller support
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2 changes: 1 addition & 1 deletion
2
desktopRuntime/resources/assets/eagler/glsl/deferred/shader_pack_info.json
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67 changes: 67 additions & 0 deletions
67
desktopRuntime/resources/assets/eagler/glsl/dynamiclights/accel_particle_dynamiclights.fsh
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#line 2 | ||
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/* | ||
* Copyright (c) 2024 lax1dude. All Rights Reserved. | ||
* | ||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND | ||
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. | ||
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, | ||
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT | ||
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | ||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, | ||
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | ||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | ||
* POSSIBILITY OF SUCH DAMAGE. | ||
* | ||
*/ | ||
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precision lowp int; | ||
precision mediump float; | ||
precision mediump sampler2D; | ||
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in vec4 v_position4f; | ||
in vec2 v_texCoord2f; | ||
in vec4 v_color4f; | ||
in vec2 v_lightmap2f; | ||
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layout(location = 0) out vec4 output4f; | ||
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uniform sampler2D u_inputTexture; | ||
uniform sampler2D u_lightmapTexture; | ||
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uniform mat4 u_inverseViewMatrix4f; | ||
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layout(std140) uniform u_chunkLightingData { | ||
mediump int u_dynamicLightCount1i; | ||
mediump int _paddingA_; | ||
mediump int _paddingB_; | ||
mediump int _paddingC_; | ||
mediump vec4 u_dynamicLightArray[12]; | ||
}; | ||
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void main() { | ||
vec4 color = texture(u_inputTexture, v_texCoord2f) * v_color4f; | ||
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if(color.a < 0.004) { | ||
discard; | ||
} | ||
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vec4 light; | ||
float diffuse = 0.0; | ||
if(u_dynamicLightCount1i > 0) { | ||
vec4 worldPosition4f = u_inverseViewMatrix4f * v_position4f; | ||
worldPosition4f.xyz /= worldPosition4f.w; | ||
vec3 normalVector3f = normalize(u_inverseViewMatrix4f[2].xyz); | ||
int safeLightCount = u_dynamicLightCount1i > 12 ? 0 : u_dynamicLightCount1i; | ||
for(int i = 0; i < safeLightCount; ++i) { | ||
light = u_dynamicLightArray[i]; | ||
light.xyz = light.xyz - worldPosition4f.xyz; | ||
diffuse += max(dot(normalize(light.xyz), normalVector3f) * 0.8 + 0.2, 0.0) * max(light.w - sqrt(dot(light.xyz, light.xyz)), 0.0); | ||
} | ||
} | ||
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color *= texture(u_lightmapTexture, vec2(min(v_lightmap2f.x + diffuse * 0.066667, 1.0), v_lightmap2f.y)); | ||
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output4f = color; | ||
} |
61 changes: 61 additions & 0 deletions
61
desktopRuntime/resources/assets/eagler/glsl/dynamiclights/accel_particle_dynamiclights.vsh
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#line 2 | ||
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/* | ||
* Copyright (c) 2024 lax1dude. All Rights Reserved. | ||
* | ||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND | ||
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. | ||
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, | ||
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT | ||
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | ||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, | ||
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | ||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | ||
* POSSIBILITY OF SUCH DAMAGE. | ||
* | ||
*/ | ||
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precision lowp int; | ||
precision highp float; | ||
precision mediump sampler2D; | ||
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layout(location = 0) in vec2 a_position2f; | ||
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layout(location = 1) in vec3 p_position3f; | ||
layout(location = 2) in vec2 p_texCoords2i; | ||
layout(location = 3) in vec2 p_lightMap2f; | ||
layout(location = 4) in vec2 p_particleSize_texCoordsSize_2i; | ||
layout(location = 5) in vec4 p_color4f; | ||
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out vec4 v_position4f; | ||
out vec2 v_texCoord2f; | ||
out vec4 v_color4f; | ||
out vec2 v_lightmap2f; | ||
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uniform mat4 u_modelViewMatrix4f; | ||
uniform mat4 u_projectionMatrix4f; | ||
uniform vec3 u_texCoordSize2f_particleSize1f; | ||
uniform vec3 u_transformParam_1_2_5_f; | ||
uniform vec2 u_transformParam_3_4_f; | ||
uniform vec4 u_color4f; | ||
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void main() { | ||
v_color4f = u_color4f * p_color4f.bgra; | ||
v_lightmap2f = p_lightMap2f; | ||
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vec2 tex2f = a_position2f * 0.5 + 0.5; | ||
tex2f.y = 1.0 - tex2f.y; | ||
tex2f = p_texCoords2i + tex2f * p_particleSize_texCoordsSize_2i.y; | ||
v_texCoord2f = tex2f * u_texCoordSize2f_particleSize1f.xy; | ||
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float particleSize = u_texCoordSize2f_particleSize1f.z * p_particleSize_texCoordsSize_2i.x; | ||
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vec3 pos3f = p_position3f; | ||
vec2 spos2f = a_position2f * particleSize; | ||
pos3f += u_transformParam_1_2_5_f * spos2f.xyy; | ||
pos3f.zx += u_transformParam_3_4_f * spos2f; | ||
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v_position4f = u_modelViewMatrix4f * vec4(pos3f, 1.0); | ||
gl_Position = u_projectionMatrix4f * v_position4f; | ||
} |
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