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https://github.com/AxioDL/metaforce.git
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Initial CScriptPlatform imps, minor cleanup, and RandomStatic GLSL fixes
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@@ -48,7 +48,7 @@ BOO_GLSL_BINDING_HEAD
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" float discardThres;\n"
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"};\n"
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"\n"
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"vec2i Lookup8BPP(in vec2 uv, in float randOff)\n"
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"ivec2 Lookup8BPP(in vec2 uv, in float randOff)\n"
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"{\n"
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" float bx;\n"
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" float rx = modf(uv.x / 8.0, bx) * 8.0;\n"
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@@ -58,7 +58,7 @@ BOO_GLSL_BINDING_HEAD
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" float addr = bidx * 32.0 + ry * 8.0 + rx + randOff;\n"
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" float y;\n"
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" float x = modf(addr / 1024.0, y) * 1024.0;\n"
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" return vec2i(x, y);\n"
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" return ivec2(x, y);\n"
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"}\n"
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"\n"
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"SBINDING(0) in VertToFrag vtf;\n"
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@@ -66,7 +66,7 @@ BOO_GLSL_BINDING_HEAD
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"TBINDING0 uniform sampler2D tex;\n"
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"void main()\n"
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"{\n"
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" colorOut = texelFetch(tex, Lookup8BPP(vtf.uv, vtf.randOff)) * vtf.color;\n"
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" colorOut = texelFetch(tex, Lookup8BPP(vtf.uv, vtf.randOff), 0) * vtf.color;\n"
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" colorOut.a = vtf.color.a;\n"
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"}\n";
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@@ -81,7 +81,7 @@ BOO_GLSL_BINDING_HEAD
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" float discardThres;\n"
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"};\n"
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"\n"
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"vec2i Lookup8BPP(in vec2 uv, in float randOff)\n"
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"ivec2 Lookup8BPP(in vec2 uv, in float randOff)\n"
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"{\n"
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" float bx;\n"
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" float rx = modf(uv.x / 8.0, bx) * 8.0;\n"
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@@ -91,7 +91,7 @@ BOO_GLSL_BINDING_HEAD
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" float addr = bidx * 32.0 + ry * 8.0 + rx + randOff;\n"
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" float y;\n"
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" float x = modf(addr / 1024.0, y) * 1024.0;\n"
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" return vec2i(x, y);\n"
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" return ivec2(x, y);\n"
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"}\n"
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"\n"
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"SBINDING(0) in VertToFrag vtf;\n"
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@@ -99,7 +99,7 @@ BOO_GLSL_BINDING_HEAD
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"TBINDING0 uniform sampler2D tex;\n"
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"void main()\n"
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"{\n"
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" colorOut = texelFetch(tex, Lookup8BPP(vtf.uv, vtf.randOff)) * vtf.color;\n"
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" colorOut = texelFetch(tex, Lookup8BPP(vtf.uv, vtf.randOff), 0) * vtf.color;\n"
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" if (colorOut.a < vtf.discardThres)\n"
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" discard;\n"
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"}\n";
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