mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-06-04 21:00:31 +12:00
commit
cab30494f6
5 changed files with 432 additions and 289 deletions
284
.github/gles.patch
vendored
284
.github/gles.patch
vendored
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@ -1,52 +1,3 @@
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diff --git a/src/core/renderer_gl/renderer_gl.cpp b/src/core/renderer_gl/renderer_gl.cpp
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index a11a6ffa..77486a09 100644
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--- a/src/core/renderer_gl/renderer_gl.cpp
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+++ b/src/core/renderer_gl/renderer_gl.cpp
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@@ -357,27 +357,27 @@ void RendererGL::bindTexturesToSlots() {
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}
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glActiveTexture(GL_TEXTURE0 + 3);
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- glBindTexture(GL_TEXTURE_1D_ARRAY, lightLUTTextureArray);
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+ // glBindTexture(GL_TEXTURE_1D_ARRAY, lightLUTTextureArray);
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glActiveTexture(GL_TEXTURE0);
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}
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void RendererGL::updateLightingLUT() {
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- gpu.lightingLUTDirty = false;
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- std::array<u16, GPU::LightingLutSize> u16_lightinglut;
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-
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- for (int i = 0; i < gpu.lightingLUT.size(); i++) {
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- uint64_t value = gpu.lightingLUT[i] & ((1 << 12) - 1);
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- u16_lightinglut[i] = value * 65535 / 4095;
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- }
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-
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- glActiveTexture(GL_TEXTURE0 + 3);
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- glBindTexture(GL_TEXTURE_1D_ARRAY, lightLUTTextureArray);
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- glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_R16, 256, Lights::LUT_Count, 0, GL_RED, GL_UNSIGNED_SHORT, u16_lightinglut.data());
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- glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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- glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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- glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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- glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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- glActiveTexture(GL_TEXTURE0);
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+ // gpu.lightingLUTDirty = false;
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+ // std::array<u16, GPU::LightingLutSize> u16_lightinglut;
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+
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+ // for (int i = 0; i < gpu.lightingLUT.size(); i++) {
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+ // uint64_t value = gpu.lightingLUT[i] & ((1 << 12) - 1);
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+ // u16_lightinglut[i] = value * 65535 / 4095;
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+ // }
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+
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+ // glActiveTexture(GL_TEXTURE0 + 3);
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+ // glBindTexture(GL_TEXTURE_1D_ARRAY, lightLUTTextureArray);
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+ // glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_R16, 256, Lights::LUT_Count, 0, GL_RED, GL_UNSIGNED_SHORT, u16_lightinglut.data());
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+ // glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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+ // glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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+ // glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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+ // glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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+ // glActiveTexture(GL_TEXTURE0);
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}
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void RendererGL::drawVertices(PICA::PrimType primType, std::span<const Vertex> vertices) {
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diff --git a/src/host_shaders/opengl_display.frag b/src/host_shaders/opengl_display.frag
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index 612671c8..1937f711 100644
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--- a/src/host_shaders/opengl_display.frag
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@ -70,7 +21,7 @@ index 990e2f80..2e7842ac 100644
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void main() {
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diff --git a/src/host_shaders/opengl_fragment_shader.frag b/src/host_shaders/opengl_fragment_shader.frag
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index f6fa6c55..bb88e278 100644
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index 23c5c4cb..a9851a8b 100644
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--- a/src/host_shaders/opengl_fragment_shader.frag
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+++ b/src/host_shaders/opengl_fragment_shader.frag
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@@ -1,4 +1,5 @@
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@ -78,36 +29,18 @@ index f6fa6c55..bb88e278 100644
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+#version 300 es
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+precision mediump float;
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in vec3 v_tangent;
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in vec3 v_normal;
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@@ -27,7 +28,7 @@ uniform bool u_depthmapEnable;
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uniform sampler2D u_tex0;
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uniform sampler2D u_tex1;
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uniform sampler2D u_tex2;
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-uniform sampler1DArray u_tex_lighting_lut;
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+// uniform sampler1DArray u_tex_lighting_lut;
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in vec4 v_quaternion;
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in vec4 v_colour;
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@@ -189,11 +190,17 @@ float lutLookup(uint lut, int index) {
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return texelFetch(u_tex_lighting_lut, ivec2(index, lut), 0).r;
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}
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uniform uint u_picaRegs[0x200 - 0x48];
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@@ -145,16 +146,23 @@ vec4 tevCalculateCombiner(int tev_id) {
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#define RR_LUT 6u
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float lutLookup(uint lut, uint light, float value) {
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- if (lut >= FR_LUT && lut <= RR_LUT) lut -= 1;
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- if (lut == SP_LUT) lut = light + 8;
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- return texture(u_tex_lighting_lut, vec2(value, lut)).r;
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+ // if (lut >= FR_LUT && lut <= RR_LUT) lut -= 1;
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+ // if (lut == SP_LUT) lut = light + 8;
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+ // return texture(u_tex_lighting_lut, vec2(value, lut)).r;
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+ return 0.0;
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+}
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+
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+// some gles versions have bitfieldExtract and complain if you redefine it, some don't and compile error, using this instead
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+// some gles versions have bitfieldExtractCompat and complain if you redefine it, some don't and compile error, using this instead
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+uint bitfieldExtractCompat(uint val, int off, int size) {
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+ uint mask = uint((1 << size) - 1);
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+ return uint(val >> off) & mask;
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}
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+}
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+
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vec3 regToColor(uint reg) {
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// Normalization scale to convert from [0...255] to [0.0...1.0]
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const float scale = 1.0 / 255.0;
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@ -117,89 +50,112 @@ index f6fa6c55..bb88e278 100644
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}
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// Convert an arbitrary-width floating point literal to an f32
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@@ -189,7 +197,7 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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vec3 view = normalize(v_view);
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@@ -257,16 +264,16 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
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// If RR is enabled but not RG or RB, the output of RR is used for the three components; Red, Green and Blue.
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bool current_sampler_enabled = isSamplerEnabled(environment_id, lut_id); // 7 luts per environment
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- if (!current_sampler_enabled || (bitfieldExtract(GPUREG_LIGHTING_CONFIG1, bit_in_config1, 1) != 0u)) {
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+ if (!current_sampler_enabled || (bitfieldExtractCompat(GPUREG_LIGHTING_CONFIG1, bit_in_config1, 1) != 0u)) {
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return 1.0;
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}
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- uint scale_id = bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_SCALE, int(lut_id) << 2, 3);
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+ uint scale_id = bitfieldExtractCompat(GPUREG_LIGHTING_LUTINPUT_SCALE, int(lut_id) << 2, 3);
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float scale = float(1u << scale_id);
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if (scale_id >= 6u) scale /= 256.0;
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float delta = 1.0;
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- uint input_id = bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_SELECT, int(lut_id) << 2, 3);
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+ uint input_id = bitfieldExtractCompat(GPUREG_LIGHTING_LUTINPUT_SELECT, int(lut_id) << 2, 3);
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switch (input_id) {
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case 0u: {
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delta = dot(normal, normalize(half_vector));
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@@ -285,14 +292,14 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
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break;
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}
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case 4u: {
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- // These are ints so that bitfieldExtract sign extends for us
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+ // These are ints so that bitfieldExtractCompat sign extends for us
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int GPUREG_LIGHTi_SPOTDIR_LOW = int(readPicaReg(0x0146u + (light_id << 4u)));
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int GPUREG_LIGHTi_SPOTDIR_HIGH = int(readPicaReg(0x0147u + (light_id << 4u)));
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// These are fixed point 1.1.11 values, so we need to convert them to float
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- float x = float(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 0, 13)) / 2047.0;
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- float y = float(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 13)) / 2047.0;
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- float z = float(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 13)) / 2047.0;
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+ float x = float(bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_LOW, 0, 13)) / 2047.0;
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+ float y = float(bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 13)) / 2047.0;
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+ float z = float(bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 13)) / 2047.0;
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vec3 spotlight_vector = vec3(x, y, z);
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delta = dot(light_vector, spotlight_vector); // spotlight direction is negated so we don't negate light_vector
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break;
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@@ -310,9 +317,9 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
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}
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// 0 = enabled
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- if (bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_ABS, 1 + (int(lut_id) << 2), 1) == 0u) {
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+ if (bitfieldExtractCompat(GPUREG_LIGHTING_LUTINPUT_ABS, 1 + (int(lut_id) << 2), 1) == 0u) {
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// Two sided diffuse
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- if (bitfieldExtract(GPUREG_LIGHTi_CONFIG, 1, 1) == 0u) {
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+ if (bitfieldExtractCompat(GPUREG_LIGHTi_CONFIG, 1, 1) == 0u) {
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delta = max(delta, 0.0);
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} else {
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delta = abs(delta);
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@@ -339,7 +346,7 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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unimpl_color = vec4(1.0, 0.0, 1.0, 1.0);
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uint GPUREG_LIGHTING_ENABLE = readPicaReg(0x008Fu);
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- if (bitfieldExtract(GPUREG_LIGHTING_ENABLE, 0, 1) == 0u) {
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+ if (bitfieldExtractCompat(GPUREG_LIGHTING_ENABLE, 0, 1) == 0u) {
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primary_color = secondary_color = vec4(1.0);
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primary_color = secondary_color = vec4(0.0);
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return;
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}
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@@ -213,7 +221,7 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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bool error_unimpl = false;
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@@ -356,7 +363,7 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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GPUREG_LIGHTING_LUTINPUT_ABS = readPicaReg(0x01D0u);
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GPUREG_LIGHTING_LUTINPUT_SELECT = readPicaReg(0x01D1u);
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- uint bump_mode = bitfieldExtract(GPUREG_LIGHTING_CONFIG0, 28, 2);
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+ uint bump_mode = bitfieldExtractCompat(GPUREG_LIGHTING_CONFIG0, 28, 2);
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// Bump mode is ignored for now because it breaks some games ie. Toad Treasure Tracker
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// Could be because the texture is not sampled correctly, may need the clamp/border color configurations
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@@ -370,15 +377,15 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
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- uint environment_id = bitfieldExtract(GPUREG_LIGHTING_CONFIG0, 4, 4);
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- bool clamp_highlights = bitfieldExtract(GPUREG_LIGHTING_CONFIG0, 27, 1) == 1u;
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+ uint environment_id = bitfieldExtractCompat(GPUREG_LIGHTING_CONFIG0, 4, 4);
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+ bool clamp_highlights = bitfieldExtractCompat(GPUREG_LIGHTING_CONFIG0, 27, 1) == 1u;
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uint light_id;
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vec3 light_vector;
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vec3 half_vector;
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for (uint i = 0u; i < GPUREG_LIGHTING_NUM_LIGHTS; i++) {
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- uint light_id = bitfieldExtract(GPUREG_LIGHTING_LIGHT_PERMUTATION, int(i * 3u), 3);
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+ uint light_id = bitfieldExtractCompat(GPUREG_LIGHTING_LIGHT_PERMUTATION, int(i * 3u), 3);
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- light_id = bitfieldExtract(GPUREG_LIGHTING_LIGHT_PERMUTATION, int(i) << 2, 3);
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+ light_id = bitfieldExtractCompat(GPUREG_LIGHTING_LIGHT_PERMUTATION, int(i) << 2, 3);
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uint GPUREG_LIGHTi_SPECULAR0 = readPicaReg(0x0140u + 0x10u * light_id);
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uint GPUREG_LIGHTi_SPECULAR1 = readPicaReg(0x0141u + 0x10u * light_id);
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@@ -224,14 +232,14 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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uint GPUREG_LIGHTi_CONFIG = readPicaReg(0x0149u + 0x10u * light_id);
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uint GPUREG_LIGHTi_SPECULAR0 = readPicaReg(0x0140u + (light_id << 4u));
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uint GPUREG_LIGHTi_SPECULAR1 = readPicaReg(0x0141u + (light_id << 4u));
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@@ -390,12 +397,12 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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vec3 light_vector = normalize(vec3(
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float light_distance;
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vec3 light_position = vec3(
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- decodeFP(bitfieldExtract(GPUREG_LIGHTi_VECTOR_LOW, 0, 16), 5u, 10u), decodeFP(bitfieldExtract(GPUREG_LIGHTi_VECTOR_LOW, 16, 16), 5u, 10u),
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- decodeFP(bitfieldExtract(GPUREG_LIGHTi_VECTOR_HIGH, 0, 16), 5u, 10u)
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+ decodeFP(bitfieldExtractCompat(GPUREG_LIGHTi_VECTOR_LOW, 0, 16), 5u, 10u), decodeFP(bitfieldExtractCompat(GPUREG_LIGHTi_VECTOR_LOW, 16, 16), 5u, 10u),
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+ decodeFP(bitfieldExtractCompat(GPUREG_LIGHTi_VECTOR_HIGH, 0, 16), 5u, 10u)
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));
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vec3 half_vector;
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);
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// Positional Light
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- if (bitfieldExtract(GPUREG_LIGHTi_CONFIG, 0, 1) == 0u) {
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+ if (bitfieldExtractCompat(GPUREG_LIGHTi_CONFIG, 0, 1) == 0u) {
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// error_unimpl = true;
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half_vector = normalize(normalize(light_vector + v_view) + view);
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}
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@@ -242,12 +250,12 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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light_vector = light_position + v_view;
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}
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for (int c = 0; c < 7; c++) {
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- if (bitfieldExtract(GPUREG_LIGHTING_CONFIG1, 16 + c, 1) == 0u) {
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- uint scale_id = bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_SCALE, c * 4, 3);
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+ if (bitfieldExtractCompat(GPUREG_LIGHTING_CONFIG1, 16 + c, 1) == 0u) {
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+ uint scale_id = bitfieldExtractCompat(GPUREG_LIGHTING_LUTINPUT_SCALE, c * 4, 3);
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float scale = float(1u << scale_id);
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if (scale_id >= 6u) scale /= 256.0;
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- uint input_id = bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_SELECT, c * 4, 3);
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+ uint input_id = bitfieldExtractCompat(GPUREG_LIGHTING_LUTINPUT_SELECT, c * 4, 3);
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if (input_id == 0u)
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d[c] = dot(normal, half_vector);
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else if (input_id == 1u)
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@@ -260,9 +268,9 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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uint GPUREG_LIGHTi_SPOTDIR_LOW = readPicaReg(0x0146u + 0x10u * light_id);
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uint GPUREG_LIGHTi_SPOTDIR_HIGH = readPicaReg(0x0147u + 0x10u * light_id);
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vec3 spot_light_vector = normalize(vec3(
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- decodeFP(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 0, 16), 1u, 11u),
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- decodeFP(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 16), 1u, 11u),
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- decodeFP(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 16), 1u, 11u)
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+ decodeFP(bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_LOW, 0, 16), 1u, 11u),
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+ decodeFP(bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 16), 1u, 11u),
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+ decodeFP(bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 16), 1u, 11u)
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));
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d[c] = dot(-light_vector, spot_light_vector); // -L dot P (aka Spotlight aka SP);
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} else if (input_id == 5u) {
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@@ -273,13 +281,13 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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}
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d[c] = lutLookup(uint(c), light_id, d[c] * 0.5 + 0.5) * scale;
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- if (bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_ABS, 2 * c, 1) != 0u) d[c] = abs(d[c]);
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+ if (bitfieldExtractCompat(GPUREG_LIGHTING_LUTINPUT_ABS, 2 * c, 1) != 0u) d[c] = abs(d[c]);
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} else {
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d[c] = 1.0;
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}
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}
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- uint lookup_config = bitfieldExtract(GPUREG_LIGHTi_CONFIG, 4, 4);
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+ uint lookup_config = bitfieldExtractCompat(GPUREG_LIGHTi_CONFIG, 4, 4);
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if (lookup_config == 0u) {
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d[D1_LUT] = 0.0;
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d[FR_LUT] = 0.0;
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@@ -310,7 +318,7 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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float NdotL = dot(normal, light_vector); // Li dot N
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@@ -411,14 +418,14 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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float NdotL = dot(normal, light_vector); // N dot Li
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// Two sided diffuse
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- if (bitfieldExtract(GPUREG_LIGHTi_CONFIG, 1, 1) == 0u)
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|
@ -207,19 +163,41 @@ index f6fa6c55..bb88e278 100644
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NdotL = max(0.0, NdotL);
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else
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NdotL = abs(NdotL);
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@@ -321,8 +329,8 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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secondary_color.rgb += light_factor * (regToColor(GPUREG_LIGHTi_SPECULAR0) * d[D0_LUT] +
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regToColor(GPUREG_LIGHTi_SPECULAR1) * d[D1_LUT] * vec3(d[RR_LUT], d[RG_LUT], d[RB_LUT]));
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float geometric_factor;
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- bool use_geo_0 = bitfieldExtract(GPUREG_LIGHTi_CONFIG, 2, 1) == 1u;
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- bool use_geo_1 = bitfieldExtract(GPUREG_LIGHTi_CONFIG, 3, 1) == 1u;
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+ bool use_geo_0 = bitfieldExtractCompat(GPUREG_LIGHTi_CONFIG, 2, 1) == 1u;
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+ bool use_geo_1 = bitfieldExtractCompat(GPUREG_LIGHTi_CONFIG, 3, 1) == 1u;
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if (use_geo_0 || use_geo_1) {
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geometric_factor = dot(half_vector, half_vector);
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geometric_factor = geometric_factor == 0.0 ? 0.0 : min(NdotL / geometric_factor, 1.0);
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@@ -430,9 +437,9 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
|
||||
// fragment and the distance attenuation scale and bias to calculate where in the LUT to look up.
|
||||
// See: https://www.3dbrew.org/wiki/GPU/Internal_Registers#GPUREG_LIGHTi_ATTENUATION_SCALE
|
||||
float distance_attenuation = 1.0;
|
||||
- if (bitfieldExtract(GPUREG_LIGHTING_CONFIG1, 24 + int(light_id), 1) == 0u) {
|
||||
- uint GPUREG_LIGHTi_ATTENUATION_BIAS = bitfieldExtract(readPicaReg(0x014Au + (light_id << 4u)), 0, 20);
|
||||
- uint GPUREG_LIGHTi_ATTENUATION_SCALE = bitfieldExtract(readPicaReg(0x014Bu + (light_id << 4u)), 0, 20);
|
||||
+ if (bitfieldExtractCompat(GPUREG_LIGHTING_CONFIG1, 24 + int(light_id), 1) == 0u) {
|
||||
+ uint GPUREG_LIGHTi_ATTENUATION_BIAS = bitfieldExtractCompat(readPicaReg(0x014Au + (light_id << 4u)), 0, 20);
|
||||
+ uint GPUREG_LIGHTi_ATTENUATION_SCALE = bitfieldExtractCompat(readPicaReg(0x014Bu + (light_id << 4u)), 0, 20);
|
||||
|
||||
float distance_attenuation_bias = decodeFP(GPUREG_LIGHTi_ATTENUATION_BIAS, 7u, 12u);
|
||||
float distance_attenuation_scale = decodeFP(GPUREG_LIGHTi_ATTENUATION_SCALE, 7u, 12u);
|
||||
@@ -477,8 +484,8 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
|
||||
specular_sum.rgb += light_factor * clamp_factor * (specular0 + specular1);
|
||||
}
|
||||
|
||||
- uint fresnel_output1 = bitfieldExtract(GPUREG_LIGHTING_CONFIG0, 2, 1);
|
||||
- uint fresnel_output2 = bitfieldExtract(GPUREG_LIGHTING_CONFIG0, 3, 1);
|
||||
+ uint fresnel_output1 = bitfieldExtractCompat(GPUREG_LIGHTING_CONFIG0, 2, 1);
|
||||
+ uint fresnel_output2 = bitfieldExtractCompat(GPUREG_LIGHTING_CONFIG0, 3, 1);
|
||||
|
||||
if (fresnel_output1 == 1u) primary_color.a = d[FR_LUT];
|
||||
if (fresnel_output2 == 1u) secondary_color.a = d[FR_LUT];
|
||||
// Uses parameters from the last light as Fresnel is only applied to the last light
|
||||
float fresnel_factor;
|
||||
|
||||
diff --git a/src/host_shaders/opengl_vertex_shader.vert b/src/host_shaders/opengl_vertex_shader.vert
|
||||
index a25d7a6d..7cf40398 100644
|
||||
index 057f9a88..dc735ced 100644
|
||||
--- a/src/host_shaders/opengl_vertex_shader.vert
|
||||
+++ b/src/host_shaders/opengl_vertex_shader.vert
|
||||
@@ -1,4 +1,6 @@
|
||||
|
@ -230,7 +208,7 @@ index a25d7a6d..7cf40398 100644
|
|||
|
||||
layout(location = 0) in vec4 a_coords;
|
||||
layout(location = 1) in vec4 a_quaternion;
|
||||
@@ -20,7 +22,7 @@ out vec2 v_texcoord2;
|
||||
@@ -18,7 +20,7 @@ out vec2 v_texcoord2;
|
||||
flat out vec4 v_textureEnvColor[6];
|
||||
flat out vec4 v_textureEnvBufferColor;
|
||||
|
||||
|
@ -239,7 +217,7 @@ index a25d7a6d..7cf40398 100644
|
|||
|
||||
// TEV uniforms
|
||||
uniform uint u_textureEnvColor[6];
|
||||
@@ -93,6 +95,6 @@ void main() {
|
||||
@@ -81,8 +83,8 @@ void main() {
|
||||
);
|
||||
|
||||
// There's also another, always-on clipping plane based on vertex z
|
||||
|
@ -247,16 +225,20 @@ index a25d7a6d..7cf40398 100644
|
|||
- gl_ClipDistance[1] = dot(clipData, a_coords);
|
||||
+ // gl_ClipDistance[0] = -a_coords.z;
|
||||
+ // gl_ClipDistance[1] = dot(clipData, a_coords);
|
||||
|
||||
v_quaternion = a_quaternion;
|
||||
}
|
||||
diff --git a/third_party/opengl/opengl.hpp b/third_party/opengl/opengl.hpp
|
||||
index f368f573..5ead7f63 100644
|
||||
index 9997e63b..5d9d7804 100644
|
||||
--- a/third_party/opengl/opengl.hpp
|
||||
+++ b/third_party/opengl/opengl.hpp
|
||||
@@ -520,21 +520,21 @@ namespace OpenGL {
|
||||
@@ -561,22 +561,22 @@ namespace OpenGL {
|
||||
static void disableScissor() { glDisable(GL_SCISSOR_TEST); }
|
||||
static void enableBlend() { glEnable(GL_BLEND); }
|
||||
static void disableBlend() { glDisable(GL_BLEND); }
|
||||
static void enableLogicOp() { glEnable(GL_COLOR_LOGIC_OP); }
|
||||
- static void enableLogicOp() { glEnable(GL_COLOR_LOGIC_OP); }
|
||||
- static void disableLogicOp() { glDisable(GL_COLOR_LOGIC_OP); }
|
||||
+ static void enableLogicOp() { /* glEnable(GL_COLOR_LOGIC_OP); */ }
|
||||
+ static void disableLogicOp() { /* glDisable(GL_COLOR_LOGIC_OP); */ }
|
||||
static void enableDepth() { glEnable(GL_DEPTH_TEST); }
|
||||
static void disableDepth() { glDisable(GL_DEPTH_TEST); }
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue