mirror of
https://github.com/hedge-dev/UnleashedRecomp.git
synced 2026-01-05 19:19:43 -06:00
Implement vertical marquee fade. (#261)
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@@ -1,15 +1,16 @@
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#pragma once
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#define IMGUI_SHADER_MODIFIER_NONE 0
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#define IMGUI_SHADER_MODIFIER_SCANLINE 1
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#define IMGUI_SHADER_MODIFIER_CHECKERBOARD 2
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#define IMGUI_SHADER_MODIFIER_SCANLINE_BUTTON 3
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#define IMGUI_SHADER_MODIFIER_TEXT_SKEW 4
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#define IMGUI_SHADER_MODIFIER_MARQUEE_FADE 5
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#define IMGUI_SHADER_MODIFIER_GRAYSCALE 6
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#define IMGUI_SHADER_MODIFIER_TITLE_BEVEL 7
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#define IMGUI_SHADER_MODIFIER_CATEGORY_BEVEL 8
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#define IMGUI_SHADER_MODIFIER_RECTANGLE_BEVEL 9
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#define IMGUI_SHADER_MODIFIER_NONE 0
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#define IMGUI_SHADER_MODIFIER_SCANLINE 1
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#define IMGUI_SHADER_MODIFIER_CHECKERBOARD 2
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#define IMGUI_SHADER_MODIFIER_SCANLINE_BUTTON 3
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#define IMGUI_SHADER_MODIFIER_TEXT_SKEW 4
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#define IMGUI_SHADER_MODIFIER_HORIZONTAL_MARQUEE_FADE 5
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#define IMGUI_SHADER_MODIFIER_VERTICAL_MARQUEE_FADE 6
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#define IMGUI_SHADER_MODIFIER_GRAYSCALE 7
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#define IMGUI_SHADER_MODIFIER_TITLE_BEVEL 8
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#define IMGUI_SHADER_MODIFIER_CATEGORY_BEVEL 9
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#define IMGUI_SHADER_MODIFIER_RECTANGLE_BEVEL 10
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#ifdef __cplusplus
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@@ -135,7 +135,7 @@ float4 main(in Interpolators interpolators) : SV_Target
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}
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}
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if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_MARQUEE_FADE)
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if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_HORIZONTAL_MARQUEE_FADE)
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{
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float minAlpha = saturate((interpolators.Position.x - g_PushConstants.BoundsMin.x) / g_PushConstants.Scale.x);
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float maxAlpha = saturate((g_PushConstants.BoundsMax.x - interpolators.Position.x) / g_PushConstants.Scale.x);
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@@ -143,6 +143,14 @@ float4 main(in Interpolators interpolators) : SV_Target
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color.a *= minAlpha;
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color.a *= maxAlpha;
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}
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else if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_VERTICAL_MARQUEE_FADE)
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{
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float minAlpha = saturate((interpolators.Position.y - g_PushConstants.BoundsMin.y) / g_PushConstants.Scale.y);
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float maxAlpha = saturate((g_PushConstants.BoundsMax.y - interpolators.Position.y) / g_PushConstants.Scale.y);
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color.a *= minAlpha;
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color.a *= maxAlpha;
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}
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else if (any(g_PushConstants.BoundsMin != g_PushConstants.BoundsMax))
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{
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float2 factor = saturate((interpolators.Position.xy - g_PushConstants.BoundsMin) / (g_PushConstants.BoundsMax - g_PushConstants.BoundsMin));
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@@ -7,7 +7,8 @@ void main(in float2 position : POSITION, in float2 uv : TEXCOORD, in float4 colo
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if (position.y < g_PushConstants.Origin.y)
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position.x += g_PushConstants.Scale.x;
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}
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else if (g_PushConstants.ShaderModifier != IMGUI_SHADER_MODIFIER_MARQUEE_FADE)
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else if (g_PushConstants.ShaderModifier != IMGUI_SHADER_MODIFIER_HORIZONTAL_MARQUEE_FADE &&
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g_PushConstants.ShaderModifier != IMGUI_SHADER_MODIFIER_VERTICAL_MARQUEE_FADE)
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{
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position.xy = g_PushConstants.Origin + (position.xy - g_PushConstants.Origin) * g_PushConstants.Scale;
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}
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