From 63c9e3ec8b51a9d96872a054a0d35e8591b3535d Mon Sep 17 00:00:00 2001 From: Kae <80987908+Novaenia@users.noreply.github.com> Date: Mon, 15 Apr 2024 17:46:44 +1000 Subject: only round vertices if AA is on [skip ci] --- assets/opensb/rendering/effects/interface.config | 8 +++++++- assets/opensb/rendering/effects/interface.vert | 13 +++++++++---- assets/opensb/rendering/effects/world.config | 5 +++++ assets/opensb/rendering/effects/world.vert | 13 ++++++++----- 4 files changed, 29 insertions(+), 10 deletions(-) (limited to 'assets/opensb/rendering/effects') diff --git a/assets/opensb/rendering/effects/interface.config b/assets/opensb/rendering/effects/interface.config index 4616e72..f153068 100644 --- a/assets/opensb/rendering/effects/interface.config +++ b/assets/opensb/rendering/effects/interface.config @@ -1,7 +1,13 @@ { "blitFrameBuffer" : "main", - "effectParameters" : {}, + "effectParameters" : { + "vertexRounding" : { + "type" : "bool", + "default" : false, + "uniform" : "vertexRounding" + } + }, "effectTextures" : {}, "effectShaders" : { diff --git a/assets/opensb/rendering/effects/interface.vert b/assets/opensb/rendering/effects/interface.vert index 14a7cea..dfd94d4 100644 --- a/assets/opensb/rendering/effects/interface.vert +++ b/assets/opensb/rendering/effects/interface.vert @@ -6,6 +6,7 @@ uniform vec2 textureSize2; uniform vec2 textureSize3; uniform vec2 screenSize; uniform mat3 vertexTransform; +uniform bool vertexRounding; in vec2 vertexPosition; in vec4 vertexColor; @@ -19,10 +20,14 @@ out vec4 fragmentColor; void main() { vec2 screenPosition = (vertexTransform * vec3(vertexPosition, 1.0)).xy; gl_Position = vec4(screenPosition / screenSize * 2.0 - 1.0, 0.0, 1.0); - if (((vertexData >> 3) & 0x1) == 1) - screenPosition.x = round(screenPosition.x); - if (((vertexData >> 4) & 0x1) == 1) - screenPosition.y = round(screenPosition.y); + + if (vertexRounding) { + if (((vertexData >> 3) & 0x1) == 1) + screenPosition.x = round(screenPosition.x); + if (((vertexData >> 4) & 0x1) == 1) + screenPosition.y = round(screenPosition.y); + } + int vertexTextureIndex = vertexData & 0x3; if (vertexTextureIndex == 3) fragmentTextureCoordinate = vertexTextureCoordinate / textureSize3; diff --git a/assets/opensb/rendering/effects/world.config b/assets/opensb/rendering/effects/world.config index d8ec1a9..3a55cfe 100644 --- a/assets/opensb/rendering/effects/world.config +++ b/assets/opensb/rendering/effects/world.config @@ -21,6 +21,11 @@ "type" : "float", "default" : 1.0, "uniform" : "lightMapMultiplier" + }, + "vertexRounding" : { + "type" : "bool", + "default" : false, + "uniform" : "vertexRounding" } }, diff --git a/assets/opensb/rendering/effects/world.vert b/assets/opensb/rendering/effects/world.vert index ce8a9fc..f41c0a8 100644 --- a/assets/opensb/rendering/effects/world.vert +++ b/assets/opensb/rendering/effects/world.vert @@ -6,6 +6,7 @@ uniform vec2 textureSize2; uniform vec2 textureSize3; uniform vec2 screenSize; uniform mat3 vertexTransform; +uniform bool vertexRounding; uniform vec2 lightMapSize; uniform vec2 lightMapScale; uniform vec2 lightMapOffset; @@ -24,11 +25,13 @@ out vec2 fragmentLightMapCoordinate; void main() { vec2 screenPosition = (vertexTransform * vec3(vertexPosition, 1.0)).xy; - if (((vertexData >> 3) & 0x1) == 1) - screenPosition.x = round(screenPosition.x); - if (((vertexData >> 4) & 0x1) == 1) - screenPosition.y = round(screenPosition.y); - + if (vertexRounding) { + if (((vertexData >> 3) & 0x1) == 1) + screenPosition.x = round(screenPosition.x); + if (((vertexData >> 4) & 0x1) == 1) + screenPosition.y = round(screenPosition.y); + } + fragmentLightMapMultiplier = float((vertexData >> 2) & 0x1); int vertexTextureIndex = vertexData & 0x3; fragmentLightMapCoordinate = (screenPosition / lightMapScale) - lightMapOffset * lightMapSize / screenSize; -- cgit v1.2.3