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Fix compilation errors
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301895a9d2
commit
f0387a1948
1 changed files with 8 additions and 11 deletions
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@ -43,7 +43,7 @@ const uint samplerEnabledBitfields[2] = uint[2](0x7170e645u, 0x7f013fefu);
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bool isSamplerEnabled(uint environment_id, uint lut_id) {
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uint index = 7 * environment_id + lut_id;
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uint arrayIndex = (index >> 5);
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return (samplerEnabledBitfields[arrayIndex] & (1u << (index & 31))) != 0u;
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return (samplerEnabledBitfields[arrayIndex] & (1u << (index & 31u))) != 0u;
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}
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// OpenGL ES 1.1 reference pages for TEVs (this is what the PICA200 implements):
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@ -157,8 +157,8 @@ uint GPUREG_LIGHTING_CONFIG1;
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uint GPUREG_LIGHTING_LUTINPUT_SELECT;
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uint GPUREG_LIGHTING_LUTINPUT_SCALE;
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uint GPUREG_LIGHTING_LUTINPUT_ABS;
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bool error_unimpl;
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vec4 unimpl_color;
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bool error_unimpl = false;
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vec4 unimpl_color = vec4(1.0, 0.0, 1.0, 1.0);
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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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@ -236,8 +236,8 @@ 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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uint GPUREG_LIGHTi_SPOTDIR_LOW = readPicaReg(0x0146u + (light_id << 4u));
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uint GPUREG_LIGHTi_SPOTDIR_HIGH = readPicaReg(0x0147u + (light_id << 4u));
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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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// Sign extend them. Normally bitfieldExtract would do that but it's missing on some versions
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// of GLSL so we do it manually
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@ -245,9 +245,9 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
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int se_y = bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 13);
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int se_z = bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 13);
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if (se_x & 0x1000) se_x |= 0xffffe000;
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if (se_y & 0x1000) se_y |= 0xffffe000;
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if (se_z & 0x1000) se_z |= 0xffffe000;
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if ((se_x & 0x1000) == 0x1000) se_x |= 0xffffe000;
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if ((se_y & 0x1000) == 0x1000) se_y |= 0xffffe000;
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if ((se_z & 0x1000) == 0x1000) se_z |= 0xffffe000;
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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(se_x) / 2047.0;
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@ -295,9 +295,6 @@ vec3 rotateVec3ByQuaternion(vec3 v, vec4 q) {
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// Implements the following algorthm: https://mathb.in/26766
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void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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error_unimpl = false;
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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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primary_color = secondary_color = vec4(0.0);
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