cam fix; forgot some shaders

This commit is contained in:
aap 2020-11-24 15:18:39 +01:00
parent a35b3b4602
commit 1906a08f72
5 changed files with 49 additions and 4 deletions

View file

@ -24,9 +24,7 @@ public:
int32 type;
char name[24];
int32 numFrames;
#ifdef PED_SKIN
int16 boneTag;
#endif
void *keyFrames;
void *keyFramesCompressed;

View file

@ -1008,7 +1008,8 @@ CCamera::CamControl(void)
ReqMode = CCam::MODE_FOLLOWPED;
// Check 1st person mode
if(m_bLookingAtPlayer && pTargetEntity->IsPed() && !m_WideScreenOn && !Cams[0].Using3rdPersonMouseCam()
if((m_bLookingAtPlayer || m_bEnable1rstPersonCamCntrlsScript) && pTargetEntity->IsPed() &&
(!m_WideScreenOn || m_bEnable1rstPersonCamCntrlsScript) && !Cams[0].Using3rdPersonMouseCam()
#ifdef FREE_CAM
&& !CCamera::bFreeCam
#endif
@ -1024,6 +1025,8 @@ CCamera::CamControl(void)
CPad::GetPad(0)->GetCross() || CPad::GetPad(0)->GetCircle() ||
CTimer::GetTimeInMilliseconds() - m_uiFirstPersonCamLastInputTime > 2850.0f){
m_bFirstPersonBeingUsed = false;
}else if(CPad::GetPad(0)->TargetJustDown()){
m_bFirstPersonBeingUsed = false;
m_bJustJumpedOutOf1stPersonBecauseOfTarget = true;
}
}

View file

@ -2,7 +2,8 @@ all: im2d_gl.inc simple_fs_gl.inc default_UV2_gl.inc \
colourfilterVC_fs_gl.inc contrast_fs_gl.inc \
neoRim_gl.inc neoRimSkin_gl.inc \
neoWorldVC_fs_gl.inc neoGloss_vs_gl.inc neoGloss_fs_gl.inc \
neoVehicle_vs_gl.inc neoVehicle_fs_gl.inc
neoVehicle_vs_gl.inc neoVehicle_fs_gl.inc \
im2d_UV2_gl.inc screenDroplet_fs_gl.inc
im2d_gl.inc: im2d.vert
(echo 'const char *im2d_vert_src =';\

View file

@ -0,0 +1,23 @@
const char *im2d_UV2_vert_src =
"uniform vec4 u_xform;\n"
"VSIN(ATTRIB_POS) vec4 in_pos;\n"
"VSOUT vec4 v_color;\n"
"VSOUT vec2 v_tex0;\n"
"VSOUT vec2 v_tex1;\n"
"VSOUT float v_fog;\n"
"void\n"
"main(void)\n"
"{\n"
" gl_Position = in_pos;\n"
" gl_Position.w = 1.0;\n"
" gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;\n"
" v_fog = DoFog(gl_Position.z);\n"
" gl_Position.xyz *= gl_Position.w;\n"
" v_color = in_color;\n"
" v_tex0 = in_tex0;\n"
" v_tex1 = in_tex1;\n"
"}\n"
;

View file

@ -0,0 +1,20 @@
const char *screenDroplet_frag_src =
"uniform sampler2D tex0;\n"
"uniform sampler2D tex1;\n"
"FSIN vec4 v_color;\n"
"FSIN vec2 v_tex0;\n"
"FSIN vec2 v_tex1;\n"
"FSIN float v_fog;\n"
"void\n"
"main(void)\n"
"{\n"
" vec4 color;\n"
" color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
" color *= texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
" FRAGCOLOR(color);\n"
"}\n"
;