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Fix more shader type mismatches
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parent
6626c2ae9b
commit
c081a099e5
2 changed files with 53 additions and 53 deletions
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@ -49,7 +49,7 @@ float decodeFP(uint hex, uint E, uint M) {
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uint mantissa = hex & ((1u << M) - 1u);
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uint sign = (hex >> (E + M)) << 31u;
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if ((hex & ((1u << (width - 1u)) - 1u)) != 0) {
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if ((hex & ((1u << (width - 1u)) - 1u)) != 0u) {
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if (exponent == (1u << E) - 1u)
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exponent = 255u;
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else
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@ -81,15 +81,15 @@ void main() {
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v_textureEnvColor[i] = abgr8888ToVec4(u_textureEnvColor[i]);
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}
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v_textureEnvBufferColor = abgr8888ToVec4(readPicaReg(0xFD));
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v_textureEnvBufferColor = abgr8888ToVec4(readPicaReg(0xFDu));
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// Parse clipping plane registers
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// The plane registers describe a clipping plane in the form of Ax + By + Cz + D = 0
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// With n = (A, B, C) being the normal vector and D being the origin point distance
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// Therefore, for the second clipping plane, we can just pass the dot product of the clip vector and the input coordinates to gl_ClipDistance[1]
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vec4 clipData = vec4(
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decodeFP(readPicaReg(0x48) & 0xffffffu, 7, 16), decodeFP(readPicaReg(0x49) & 0xffffffu, 7, 16),
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decodeFP(readPicaReg(0x4A) & 0xffffffu, 7, 16), decodeFP(readPicaReg(0x4B) & 0xffffffu, 7, 16)
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decodeFP(readPicaReg(0x48u) & 0xffffffu, 7u, 16u), decodeFP(readPicaReg(0x49u) & 0xffffffu, 7u, 16u),
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decodeFP(readPicaReg(0x4Au) & 0xffffffu, 7u, 16u), decodeFP(readPicaReg(0x4Bu) & 0xffffffu, 7u, 16u)
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);
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// There's also another, always-on clipping plane based on vertex z
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