stage1: fix background
Remove 45 degree uv rotation from the shader as it's not needed anymore. Bring back the stretched perspective, because the background was designed with it in mind, and looks wrong otherwise.
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7fa35409d8
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a19ac828eb
3 changed files with 6 additions and 6 deletions
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@ -46,7 +46,7 @@ float warpedNoise(vec2 p) {
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}
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void main(void) {
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vec2 uv = flip_native_to_bottomleft(texCoord - wave_offset) * rot(-pi/4);
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vec2 uv = flip_native_to_bottomleft(texCoord - wave_offset);
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float n = warpedNoise(uv * 4);
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@ -60,7 +60,6 @@ void main(void) {
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vec2 dnduv = inverse(duvdxy)*vec2(dndx,dndy)*0.15;
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vec2 dnduv2 = dnduv * dnduv * 0.5;
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uv = flip_native_to_bottomleft(texCoord);
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uv += 0.25 * dnduv2;
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uv = flip_bottomleft_to_native(uv);
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@ -65,6 +65,9 @@ void stage1_bg_init_fullstage(void) {
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stage_3d_context.cam.near = 500;
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stage_3d_context.cam.far = 10000;
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// WARNING: Don't touch this unless know exactly what you're doing.
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// The water positioning black magic doesn't look right without this stretching.
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stage_3d_context.cam.aspect = (0.75f * VIEWPORT_W) / VIEWPORT_H;
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INVOKE_TASK(animate_bg, draw_data);
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}
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@ -163,8 +163,7 @@ static void stage1_water_draw(vec3 pos) {
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}
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if(pp_quality == 1) {
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r_shader("stage1_water");
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r_uniform_float("time", 0.5 * global.frames / (float)FPS);
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r_shader_ptr(water_shader);
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draw_framebuffer_tex(fbpair->front, VIEWPORT_W, VIEWPORT_H);
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fbpair_swap(fbpair);
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}
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@ -177,8 +176,7 @@ static void stage1_water_draw(vec3 pos) {
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r_framebuffer(bg_fb);
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if(pp_quality > 1) {
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r_shader("stage1_water");
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r_uniform_float("time", 0.5 * global.frames / (float)FPS);
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r_shader_ptr(water_shader);
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} else {
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r_shader_standard();
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}
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