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Shadergen: Fix small register decoding oopsie
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25098082c7
commit
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3 changed files with 4 additions and 3 deletions
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@ -116,7 +116,7 @@ namespace PICA {
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for (int i = 0; i < totalLightCount; i++) {
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for (int i = 0; i < totalLightCount; i++) {
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auto& light = lights[i];
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auto& light = lights[i];
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const u32 lightConfig = 0x149 + 0x10 * i;
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const u32 lightConfig = regs[InternalRegs::Light0Config + 0x10 * i];
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light.num = (regs[InternalRegs::LightPermutation] >> (i * 4)) & 0x7;
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light.num = (regs[InternalRegs::LightPermutation] >> (i * 4)) & 0x7;
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light.directional = Helpers::getBit<0>(lightConfig);
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light.directional = Helpers::getBit<0>(lightConfig);
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@ -77,6 +77,7 @@ namespace PICA {
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Light0Z = 0x145,
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Light0Z = 0x145,
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Light0SpotlightXY = 0x146,
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Light0SpotlightXY = 0x146,
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Light0SpotlightZ = 0x147,
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Light0SpotlightZ = 0x147,
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Light0Config = 0x149,
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Light0AttenuationBias = 0x14A,
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Light0AttenuationBias = 0x14A,
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Light0AttenuationScale = 0x14B,
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Light0AttenuationScale = 0x14B,
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@ -485,9 +485,9 @@ void FragmentGenerator::compileLights(std::string& shader, const PICA::FragmentC
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shader += "light_position = lightSources[" + std::to_string(lightID) + "].position;\n";
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shader += "light_position = lightSources[" + std::to_string(lightID) + "].position;\n";
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if (lightConfig.directional) { // Directional lighting
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if (lightConfig.directional) { // Directional lighting
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shader += "light_vector = light_position + v_view;\n";
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} else { // Positional lighting
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shader += "light_vector = light_position;\n";
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shader += "light_vector = light_position;\n";
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} else { // Positional lighting
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shader += "light_vector = light_position + v_view;\n";
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}
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}
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shader += R"(
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shader += R"(
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