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glhr:: shader-side band now ignores depth
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8e2727882e
commit
50a86d1e88
@ -204,10 +204,12 @@ void display_data::set_projection(int ed, bool apply_models) {
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shaderside_projection = false;
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glhr::new_shader_projection = glhr::shader_projection::standard;
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if(pmodel == mdDisk && !spherespecial && !(hyperbolic && vid.alpha <= -1))
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shaderside_projection = true;
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if(pmodel == mdBand && hyperbolic && apply_models && !inHighQual)
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::band;
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if(vid.consider_shader_projection) {
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if(pmodel == mdDisk && !spherespecial && !(hyperbolic && vid.alpha <= -1))
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shaderside_projection = true;
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if(pmodel == mdBand && hyperbolic && apply_models && !inHighQual)
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::band;
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}
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start_projection(ed, shaderside_projection);
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@ -325,6 +325,8 @@ void initConfig() {
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addsaver(conformal::formula, "formula");
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addsaverenum(conformal::basic_model, "basic model");
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addsaver(vid.consider_shader_projection, "shader-projection", true);
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#if CAP_SHMUP
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shmup::initConfig();
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#endif
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@ -836,6 +836,11 @@ namespace conformal {
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dialog::addSelItem(XLAT("vertical stretch"), fts3(vid.stretch), 's');
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dialog::addBoolItem(XLAT("use GPU to compute projections"), vid.consider_shader_projection, 'G');
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if(vid.consider_shader_projection && !shaderside_projection)
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dialog::lastItem().value = XLAT("N/A");
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dialog::add_action([] { vid.consider_shader_projection = !vid.consider_shader_projection; });
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menuitem_sightrange('R');
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dialog::addBreak(100);
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1
hyper.h
1
hyper.h
@ -1056,6 +1056,7 @@ struct videopar {
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ld ipd;
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ld lr_eyewidth, anaglyph_eyewidth;
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ld fov;
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bool consider_shader_projection;
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};
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extern videopar vid;
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@ -475,7 +475,7 @@ void glapplymatrix(const transmatrix& V) {
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}
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mat[12] = 0;
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mat[13] = 0;
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mat[14] = GLfloat(vid.alpha);
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mat[14] = (glhr::current_shader_projection == glhr::shader_projection::standard) ? GLfloat(vid.alpha) : 0;
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mat[15] = 1;
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if(vid.stretch != 1) mat[1] *= vid.stretch, mat[5] *= vid.stretch, mat[9] *= vid.stretch, mat[13] *= vid.stretch;
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@ -521,6 +521,10 @@ void init() {
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1, " return log(sqrt(1.0 + x*x) + x);",
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1, " }",
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1, "float zlevel(vec4 h) {",
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1, " return (h[2] < 0.0 ? -1.0 : 1.0) * sqrt(h[2]*h[2] - h[0]*h[0] - h[1]*h[1]);",
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1, " }",
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1, "void main() {",
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texture, "vTexCoord = aTexture;",
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varcol, "vColor = aColor;",
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@ -529,6 +533,10 @@ void init() {
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!mps, "gl_Position = uMVP * aPosition;",
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mps&&!band,"gl_Position = uP * (uMV * aPosition);",
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band, "vec4 t = uMV * aPosition;",
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band, "float zlev = zlevel(t);",
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band, "t /= zlev;",
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band, "float ty = asinh(t.y);",
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band, "float tx = asinh(t.x / cosh(ty));",
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band, "ty = 2.0 * atan(tanh(ty/2.0));",
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