codex-5.2: ресурсы

This commit is contained in:
2026-01-01 02:13:01 +06:00
parent d47a5cc090
commit 4aa7c6f41a
52 changed files with 5787 additions and 912 deletions

View File

@@ -11,65 +11,36 @@ layout(location = 0) in FragmentObj {
layout(location = 0) out vec4 Frame;
struct InfoSubTexture {
uint Flags; // 1 isExist
uint PosXY, WidthHeight;
uint AnimationFrames_AnimationTimePerFrame;
struct AtlasEntry {
vec4 UVMinMax;
uint Layer;
uint Flags;
uint _Pad0;
uint _Pad1;
};
uniform layout(set = 0, binding = 0) sampler2D MainAtlas;
layout(set = 0, binding = 1) readonly buffer MainAtlasLayoutObj {
uint SubsCount;
uint Counter;
uint WidthHeight;
const uint ATLAS_ENTRY_VALID = 1u;
InfoSubTexture SubTextures[];
uniform layout(set = 0, binding = 0) sampler2DArray MainAtlas;
layout(set = 0, binding = 1) readonly buffer MainAtlasLayoutObj {
AtlasEntry Entries[];
} MainAtlasLayout;
uniform layout(set = 1, binding = 0) sampler2D LightMap;
uniform layout(set = 1, binding = 0) sampler2DArray LightMap;
layout(set = 1, binding = 1) readonly buffer LightMapLayoutObj {
vec3 Color;
} LightMapLayout;
vec4 atlasColor(uint texId, vec2 uv)
{
uint flags = (texId & 0xffff0000) >> 16;
texId &= 0xffff;
vec4 color = vec4(uv, 0, 1);
if((flags & (2 | 4)) > 0)
{
if((flags & 2) > 0)
color = vec4(1, 1, 1, 1);
else if((flags & 4) > 0)
{
color = vec4(1);
}
}
else if(texId >= uint(MainAtlasLayout.SubsCount))
return vec4(((int(gl_FragCoord.x / 128) + int(gl_FragCoord.y / 128)) % 2 ) * vec3(0, 1, 1), 1);
else {
InfoSubTexture texInfo = MainAtlasLayout.SubTextures[texId];
if(texInfo.Flags == 0)
return vec4(((int(gl_FragCoord.x / 128) + int(gl_FragCoord.y / 128)) % 2 ) * vec3(1, 0, 1), 1);
AtlasEntry entry = MainAtlasLayout.Entries[texId];
if((entry.Flags & ATLAS_ENTRY_VALID) == 0u)
return vec4(((int(gl_FragCoord.x / 128) + int(gl_FragCoord.y / 128)) % 2) * vec3(1, 0, 1), 1);
uint posX = texInfo.PosXY & 0xffff;
uint posY = (texInfo.PosXY >> 16) & 0xffff;
uint width = texInfo.WidthHeight & 0xffff;
uint height = (texInfo.WidthHeight >> 16) & 0xffff;
uint awidth = MainAtlasLayout.WidthHeight & 0xffff;
uint aheight = (MainAtlasLayout.WidthHeight >> 16) & 0xffff;
if((flags & 1) > 0)
color = texture(MainAtlas, vec2((posX+0.5f+uv.x*(width-1))/awidth, (posY+0.5f+(1-uv.y)*(height-1))/aheight));
else
color = texture(MainAtlas, vec2((posX+uv.x*width)/awidth, (posY+(1-uv.y)*height)/aheight));
}
return color;
vec2 baseUV = vec2(uv.x, 1.0f - uv.y);
vec2 atlasUV = mix(entry.UVMinMax.xy, entry.UVMinMax.zw, baseUV);
atlasUV = clamp(atlasUV, entry.UVMinMax.xy, entry.UVMinMax.zw);
return texture(MainAtlas, vec3(atlasUV, entry.Layer));
}
vec3 blendOverlay(vec3 base, vec3 blend) {