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Properly flush shader cache
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parent
fe53214c86
commit
11c9279329
3 changed files with 42 additions and 25 deletions
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@ -140,9 +140,9 @@ std::string FragmentGenerator::generate(const PICARegs& regs) {
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float alphaOp3 = 0.0;
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)";
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// Get original depth value by converting from [near, far] = [0, 1] to [-1, 1]
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// We do this by converting to [0, 2] first and subtracting 1 to go to [-1, 1]
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ret += R"(
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// Get original depth value by converting from [near, far] = [0, 1] to [-1, 1]
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// We do this by converting to [0, 2] first and subtracting 1 to go to [-1, 1]
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float z_over_w = gl_FragCoord.z * 2.0f - 1.0f;
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float depth = z_over_w * depthScale + depthOffset;
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)";
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@ -343,7 +343,7 @@ void FragmentGenerator::getSource(std::string& shader, TexEnvConfig::Source sour
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// Lighting
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case TexEnvConfig::Source::PrimaryFragmentColor:
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case TexEnvConfig::Source::SecondaryFragmentColor: shader += "vec4(0.0, 0.0, 0.0, 1.0)"; break;
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case TexEnvConfig::Source::SecondaryFragmentColor: shader += "vec4(1.0, 1.0, 1.0, 1.0)"; break;
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default:
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Helpers::warn("Unimplemented TEV source: %d", static_cast<int>(source));
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