PSP rendering and shader cleanup
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50
src/extras/shaders/obj/leedsDefault_frag.inc
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50
src/extras/shaders/obj/leedsDefault_frag.inc
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const char *leedsDefault_frag_src =
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"uniform sampler2D tex0;\n"
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"uniform sampler2D tex1;\n"
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"uniform float u_fxparams;\n"
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"uniform vec4 u_colorscale;\n"
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"#define shininess (u_fxparams)\n"
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"FSIN vec4 v_color;\n"
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"FSIN vec2 v_tex0;\n"
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"#if defined(PASS_BLEND) || defined(PASS_ADD)\n"
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"FSIN vec2 v_tex1;\n"
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"#endif\n"
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"FSIN float v_fog;\n"
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"void\n"
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"main(void)\n"
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"{\n"
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" vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y))*u_colorscale;\n"
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" pass1.rgb = clamp(pass1.rgb, 0.0, 1.0);\n"
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" pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n"
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" vec4 color;\n"
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"#if defined(PASS_BLEND) || defined(PASS_ADD)\n"
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" vec4 pass2 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
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" pass2.a *= shininess;\n"
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" pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);\n"
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" // We simulate drawing this in two passes.\n"
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"#if defined(PASS_ADD)\n"
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" // First pass with standard blending, second with addition\n"
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" // We premultiply alpha so render state should be one.\n"
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" color.rgb = pass1.rgb*pass1.a + pass2.rgb*pass2.a;\n"
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" color.a = pass1.a;\n"
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"#elif defined(PASS_BLEND)\n"
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" // We premultiply alpha so render state should be one.\n"
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" color.rgb = pass1.rgb*pass1.a*(1.0-pass2.a) + pass2.rgb*pass2.a;\n"
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" color.a = pass1.a*(1.0-pass2.a) + pass2.a;\n"
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"#endif\n"
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"#else\n"
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" color = pass1;\n"
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"#endif\n"
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" DoAlphaTest(color.a);\n"
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" FRAGCOLOR(color);\n"
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"}\n"
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;
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