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Shadergen: Move fog colour to uniform
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parent
33cb3d9c9f
commit
32ddc28789
4 changed files with 7 additions and 12 deletions
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@ -35,9 +35,6 @@ namespace PICA {
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BitField<0, 3, FogMode> mode;
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BitField<3, 1, u32> flipDepth;
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BitField<8, 8, u32> fogColorR;
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BitField<16, 8, u32> fogColorG;
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BitField<24, 8, u32> fogColorB;
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};
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};
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@ -238,9 +235,6 @@ namespace PICA {
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if (fogConfig.mode == FogMode::Fog) {
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fogConfig.flipDepth = Helpers::getBit<16>(regs[InternalRegs::TexEnvUpdateBuffer]);
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fogConfig.fogColorR = Helpers::getBits<0, 8>(regs[InternalRegs::FogColor]);
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fogConfig.fogColorG = Helpers::getBits<8, 8>(regs[InternalRegs::FogColor]);
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fogConfig.fogColorB = Helpers::getBits<16, 8>(regs[InternalRegs::FogColor]);
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}
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}
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};
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@ -34,8 +34,10 @@ namespace PICA {
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alignas(16) vec4 tevBufferColor;
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alignas(16) vec4 clipCoords;
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// Note: We upload this as a u32 and decode on GPU
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// Note: We upload these as a u32 and decode on GPU.
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// Particularly the fog colour since fog is really uncommon and it doesn't matter if we decode on GPU.
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u32 globalAmbientLight;
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u32 fogColor;
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// NOTE: THIS MUST BE LAST so that if lighting is disabled we can potentially omit uploading it
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LightUniform lightUniforms[8];
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};
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