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Moved gfx effects to the gpu and removed LoadTexByName on some textures #116
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Merge pending approval from @Emill
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To support different "colours" and intensities, we could have a separate rdp colour that can be set, just like for example the env colour.
Whenever the grey filter is enabled, the intensitiy is calculated by (r+g+b)/3 and this scalar is then multiplied by the greying colour vector.
Then we don't need the GFXEffects enum, since a bool is sufficient.
@@ -99,6 +99,7 @@ extern "C" | |||
extern u32 gGsFlagsMasks[4]; | |||
extern u32 gGsFlagsShifts[4]; | |||
extern void* gItemIcons[0x82]; | |||
extern u8 gItemAgeReqs[]; |
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Tabs vs spaces?
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Ohh i didnt notice that, its vs fault, for some reason the indentation its wrong
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@@ -2448,8 +2449,13 @@ static void gfx_run_dl(Gfx* cmd) { | |||
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//if (texPtr != NULL) | |||
//gfx_dp_set_texture_image(C0(21, 3), C0(19, 2), C0(0, 10), texPtr); | |||
break; | |||
} | |||
case G_SET_GFX_EFFECT: |
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White space
@@ -341,6 +341,11 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad | |||
append_line(fs_buf, &fs_len, "texel.a *= floor(clamp(random(vec3(floor(gl_FragCoord.xy * (240.0 / float(window_height))), float(frame_count))) + texel.a, 0.0, 1.0));"); | |||
} | |||
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if(cc_features.opt_grayscale) { |
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White space
…-item-replacement forest temple skips
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