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https://github.com/AxioDL/metaforce.git
synced 2025-12-08 11:04:56 +00:00
Remove FLIPFROMGL from shaders, use F1 key for uncapping frame-rate
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@@ -98,9 +98,6 @@ class ViewManager final : public specter::IViewManager
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if (MP1::CMain* m = m_vm.m_projManager.gameMain())
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if (MP1::CGameArchitectureSupport* as = m->GetArchSupport())
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as->charKeyDown(cc, mkey, repeat);
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if (cc == '\t')
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m_vm.m_skipWait = true;
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}
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void charKeyUp(unsigned long cc, boo::EModifierKey mkey)
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@@ -108,9 +105,6 @@ class ViewManager final : public specter::IViewManager
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if (MP1::CMain* m = m_vm.m_projManager.gameMain())
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if (MP1::CGameArchitectureSupport* as = m->GetArchSupport())
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as->charKeyUp(cc, mkey);
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if (cc == '\t')
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m_vm.m_skipWait = false;
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}
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void specialKeyDown(boo::ESpecialKey skey, boo::EModifierKey mkey, bool repeat)
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@@ -118,6 +112,9 @@ class ViewManager final : public specter::IViewManager
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if (MP1::CMain* m = m_vm.m_projManager.gameMain())
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if (MP1::CGameArchitectureSupport* as = m->GetArchSupport())
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as->specialKeyDown(skey, mkey, repeat);
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if (skey == boo::ESpecialKey::F1)
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m_vm.m_skipWait = true;
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}
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void specialKeyUp(boo::ESpecialKey skey, boo::EModifierKey mkey)
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@@ -125,6 +122,9 @@ class ViewManager final : public specter::IViewManager
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if (MP1::CMain* m = m_vm.m_projManager.gameMain())
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if (MP1::CGameArchitectureSupport* as = m->GetArchSupport())
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as->specialKeyUp(skey, mkey);
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if (skey == boo::ESpecialKey::F1)
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m_vm.m_skipWait = false;
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}
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};
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std::unique_ptr<TestGameView> m_testGameView;
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@@ -298,7 +298,6 @@ void main()
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vtf.uvTexr = uvsInTexrTind[gl_VertexID].xy;
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vtf.uvTind = uvsInTexrTind[gl_VertexID].zw;
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gl_Position = mvp * pos;
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gl_Position = FLIPFROMGL(gl_Position);
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}
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#fragment glsl
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@@ -27,7 +27,6 @@ void main()
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vtf.uv = uvIn;
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vtf.color = mulColor;
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gl_Position = mv * vec4(posIn, 1.0);
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gl_Position = FLIPFROMGL(gl_Position);
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}
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#fragment glsl
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@@ -30,7 +30,6 @@ void main()
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vtf.color = color;
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vtf.uv = uvIn.xy;
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gl_Position = mtx * vec4(posIn.xyz, 1.0);
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gl_Position = FLIPFROMGL(gl_Position);
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}
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#fragment glsl
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@@ -204,13 +204,14 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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#dstfac one
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#shader CRandomStaticFilterMult : CRandomStaticFilterAlpha
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#srcfac srccolor
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#dstfac dstcolor
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#srcfac zero
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#dstfac srccolor
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#shader CRandomStaticFilterCookieCutter : CRandomStaticFilterAlpha
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#srcfac srccolor
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#dstfac dstcolor
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#srcfac zero
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#dstfac srccolor
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#depthwrite true
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#colorwrite false
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#depthtest lequal
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#fragment glsl
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@@ -33,7 +33,6 @@ void main()
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vtf.uv = uvIn.xy;
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vtf.lod = lod;
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gl_Position = mtx * vec4(posIn.xyz, 1.0);
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gl_Position = FLIPFROMGL(gl_Position);
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}
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#fragment glsl
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2
hecl
2
hecl
Submodule hecl updated: 9fe82ea92f...ec70fea916
2
specter
2
specter
Submodule specter updated: 8653be549c...7ff2405671
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