mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-09 07:35:41 +12:00
Rather than declaring a big C++ literal for these strings, they are now proper `.vert` and `.frag` files that will become embedded into the application at build-time. It also allows for clang-format to format the glsl files the same as our C++ code. CMake will also automatically track and re-embed the file if it detects that the glsl source files have changed since the last build. Ex, making a change to `opengl_display.frag` and compiling will automatically recompile and link the resource-target that it is associated with.
409 lines
No EOL
15 KiB
GLSL
409 lines
No EOL
15 KiB
GLSL
#version 410 core
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in vec3 v_tangent;
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in vec3 v_normal;
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in vec3 v_bitangent;
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in vec4 v_colour;
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in vec3 v_texcoord0;
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in vec2 v_texcoord1;
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in vec3 v_view;
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in vec2 v_texcoord2;
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flat in vec4 v_textureEnvColor[6];
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flat in vec4 v_textureEnvBufferColor;
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out vec4 fragColour;
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// TEV uniforms
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uniform uint u_textureEnvSource[6];
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uniform uint u_textureEnvOperand[6];
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uniform uint u_textureEnvCombiner[6];
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uniform uint u_textureEnvScale[6];
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// Depth control uniforms
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uniform float u_depthScale;
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uniform float u_depthOffset;
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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 uint u_picaRegs[0x200 - 0x48];
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// Helper so that the implementation of u_pica_regs can be changed later
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uint readPicaReg(uint reg_addr) { return u_picaRegs[reg_addr - 0x48]; }
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vec4 tevSources[16];
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vec4 tevNextPreviousBuffer;
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bool tevUnimplementedSourceFlag = false;
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// OpenGL ES 1.1 reference pages for TEVs (this is what the PICA200 implements):
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// https://registry.khronos.org/OpenGL-Refpages/es1.1/xhtml/glTexEnv.xml
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vec4 tevFetchSource(uint src_id) {
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if (src_id >= 6u && src_id < 13u) {
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tevUnimplementedSourceFlag = true;
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}
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return tevSources[src_id];
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}
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vec4 tevGetColorAndAlphaSource(int tev_id, int src_id) {
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vec4 result;
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vec4 colorSource = tevFetchSource((u_textureEnvSource[tev_id] >> (src_id * 4)) & 15u);
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vec4 alphaSource = tevFetchSource((u_textureEnvSource[tev_id] >> (src_id * 4 + 16)) & 15u);
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uint colorOperand = (u_textureEnvOperand[tev_id] >> (src_id * 4)) & 15u;
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uint alphaOperand = (u_textureEnvOperand[tev_id] >> (12 + src_id * 4)) & 7u;
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// TODO: figure out what the undocumented values do
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switch (colorOperand) {
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case 0u: result.rgb = colorSource.rgb; break; // Source color
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case 1u: result.rgb = 1.0 - colorSource.rgb; break; // One minus source color
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case 2u: result.rgb = vec3(colorSource.a); break; // Source alpha
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case 3u: result.rgb = vec3(1.0 - colorSource.a); break; // One minus source alpha
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case 4u: result.rgb = vec3(colorSource.r); break; // Source red
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case 5u: result.rgb = vec3(1.0 - colorSource.r); break; // One minus source red
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case 8u: result.rgb = vec3(colorSource.g); break; // Source green
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case 9u: result.rgb = vec3(1.0 - colorSource.g); break; // One minus source green
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case 12u: result.rgb = vec3(colorSource.b); break; // Source blue
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case 13u: result.rgb = vec3(1.0 - colorSource.b); break; // One minus source blue
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default: break;
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}
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// TODO: figure out what the undocumented values do
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switch (alphaOperand) {
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case 0u: result.a = alphaSource.a; break; // Source alpha
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case 1u: result.a = 1.0 - alphaSource.a; break; // One minus source alpha
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case 2u: result.a = alphaSource.r; break; // Source red
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case 3u: result.a = 1.0 - alphaSource.r; break; // One minus source red
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case 4u: result.a = alphaSource.g; break; // Source green
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case 5u: result.a = 1.0 - alphaSource.g; break; // One minus source green
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case 6u: result.a = alphaSource.b; break; // Source blue
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case 7u: result.a = 1.0 - alphaSource.b; break; // One minus source blue
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default: break;
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}
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return result;
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}
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vec4 tevCalculateCombiner(int tev_id) {
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vec4 source0 = tevGetColorAndAlphaSource(tev_id, 0);
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vec4 source1 = tevGetColorAndAlphaSource(tev_id, 1);
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vec4 source2 = tevGetColorAndAlphaSource(tev_id, 2);
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uint colorCombine = u_textureEnvCombiner[tev_id] & 15u;
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uint alphaCombine = (u_textureEnvCombiner[tev_id] >> 16) & 15u;
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vec4 result = vec4(1.0);
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// TODO: figure out what the undocumented values do
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switch (colorCombine) {
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case 0u: result.rgb = source0.rgb; break; // Replace
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case 1u: result.rgb = source0.rgb * source1.rgb; break; // Modulate
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case 2u: result.rgb = min(vec3(1.0), source0.rgb + source1.rgb); break; // Add
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case 3u: result.rgb = clamp(source0.rgb + source1.rgb - 0.5, 0.0, 1.0); break; // Add signed
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case 4u: result.rgb = mix(source1.rgb, source0.rgb, source2.rgb); break; // Interpolate
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case 5u: result.rgb = max(source0.rgb - source1.rgb, 0.0); break; // Subtract
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case 6u: result.rgb = vec3(4.0 * dot(source0.rgb - 0.5, source1.rgb - 0.5)); break; // Dot3 RGB
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case 7u: result = vec4(4.0 * dot(source0.rgb - 0.5, source1.rgb - 0.5)); break; // Dot3 RGBA
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case 8u: result.rgb = min(source0.rgb * source1.rgb + source2.rgb, 1.0); break; // Multiply then add
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case 9u: result.rgb = min((source0.rgb + source1.rgb) * source2.rgb, 1.0); break; // Add then multiply
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default: break;
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}
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if (colorCombine != 7u) { // The color combiner also writes the alpha channel in the "Dot3 RGBA" mode.
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// TODO: figure out what the undocumented values do
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// TODO: test if the alpha combiner supports all the same modes as the color combiner.
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switch (alphaCombine) {
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case 0u: result.a = source0.a; break; // Replace
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case 1u: result.a = source0.a * source1.a; break; // Modulate
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case 2u: result.a = min(1.0, source0.a + source1.a); break; // Add
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case 3u: result.a = clamp(source0.a + source1.a - 0.5, 0.0, 1.0); break; // Add signed
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case 4u: result.a = mix(source1.a, source0.a, source2.a); break; // Interpolate
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case 5u: result.a = max(0.0, source0.a - source1.a); break; // Subtract
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case 8u: result.a = min(1.0, source0.a * source1.a + source2.a); break; // Multiply then add
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case 9u: result.a = min(1.0, (source0.a + source1.a) * source2.a); break; // Add then multiply
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default: break;
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}
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}
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result.rgb *= float(1 << (u_textureEnvScale[tev_id] & 3u));
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result.a *= float(1 << ((u_textureEnvScale[tev_id] >> 16) & 3u));
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return result;
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}
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#define D0_LUT 0u
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#define D1_LUT 1u
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#define SP_LUT 2u
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#define FR_LUT 3u
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#define RB_LUT 4u
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#define RG_LUT 5u
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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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}
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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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return scale * vec3(float(bitfieldExtract(reg, 20, 8)), float(bitfieldExtract(reg, 10, 8)), float(bitfieldExtract(reg, 00, 8)));
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}
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// Convert an arbitrary-width floating point literal to an f32
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float decodeFP(uint hex, uint E, uint M) {
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uint width = M + E + 1u;
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uint bias = 128u - (1u << (E - 1u));
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uint exponent = (hex >> M) & ((1u << E) - 1u);
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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 (exponent == (1u << E) - 1u)
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exponent = 255u;
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else
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exponent += bias;
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hex = sign | (mantissa << (23u - M)) | (exponent << 23u);
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} else {
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hex = sign;
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}
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return uintBitsToFloat(hex);
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}
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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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// Quaternions describe a transformation from surface-local space to eye space.
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// In surface-local space, by definition (and up to permutation) the normal vector is (0,0,1),
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// the tangent vector is (1,0,0), and the bitangent vector is (0,1,0).
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vec3 normal = normalize(v_normal);
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vec3 tangent = normalize(v_tangent);
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vec3 bitangent = normalize(v_bitangent);
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vec3 view = normalize(v_view);
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uint GPUREG_LIGHTING_ENABLE = readPicaReg(0x008F);
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if (bitfieldExtract(GPUREG_LIGHTING_ENABLE, 0, 1) == 0) {
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primary_color = secondary_color = vec4(1.0);
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return;
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}
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uint GPUREG_LIGHTING_AMBIENT = readPicaReg(0x01C0);
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uint GPUREG_LIGHTING_NUM_LIGHTS = (readPicaReg(0x01C2) & 0x7u) + 1;
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uint GPUREG_LIGHTING_LIGHT_PERMUTATION = readPicaReg(0x01D9);
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primary_color = vec4(vec3(0.0), 1.0);
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secondary_color = vec4(vec3(0.0), 1.0);
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primary_color.rgb += regToColor(GPUREG_LIGHTING_AMBIENT);
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uint GPUREG_LIGHTING_LUTINPUT_ABS = readPicaReg(0x01D0);
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uint GPUREG_LIGHTING_LUTINPUT_SELECT = readPicaReg(0x01D1);
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uint GPUREG_LIGHTING_CONFIG0 = readPicaReg(0x01C3);
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uint GPUREG_LIGHTING_CONFIG1 = readPicaReg(0x01C4);
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uint GPUREG_LIGHTING_LUTINPUT_SCALE = readPicaReg(0x01D2);
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float d[7];
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bool error_unimpl = false;
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for (uint i = 0; i < GPUREG_LIGHTING_NUM_LIGHTS; i++) {
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uint light_id = bitfieldExtract(GPUREG_LIGHTING_LIGHT_PERMUTATION, int(i * 3), 3);
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uint GPUREG_LIGHTi_SPECULAR0 = readPicaReg(0x0140 + 0x10 * light_id);
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uint GPUREG_LIGHTi_SPECULAR1 = readPicaReg(0x0141 + 0x10 * light_id);
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uint GPUREG_LIGHTi_DIFFUSE = readPicaReg(0x0142 + 0x10 * light_id);
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uint GPUREG_LIGHTi_AMBIENT = readPicaReg(0x0143 + 0x10 * light_id);
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uint GPUREG_LIGHTi_VECTOR_LOW = readPicaReg(0x0144 + 0x10 * light_id);
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uint GPUREG_LIGHTi_VECTOR_HIGH = readPicaReg(0x0145 + 0x10 * light_id);
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uint GPUREG_LIGHTi_CONFIG = readPicaReg(0x0149 + 0x10 * light_id);
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vec3 light_vector = normalize(vec3(
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decodeFP(bitfieldExtract(GPUREG_LIGHTi_VECTOR_LOW, 0, 16), 5, 10), decodeFP(bitfieldExtract(GPUREG_LIGHTi_VECTOR_LOW, 16, 16), 5, 10),
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decodeFP(bitfieldExtract(GPUREG_LIGHTi_VECTOR_HIGH, 0, 16), 5, 10)
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));
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// Positional Light
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if (bitfieldExtract(GPUREG_LIGHTi_CONFIG, 0, 1) == 0) error_unimpl = true;
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vec3 half_vector = normalize(normalize(light_vector) + view);
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for (int c = 0; c < 7; c++) {
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if (bitfieldExtract(GPUREG_LIGHTING_CONFIG1, 16 + c, 1) == 0) {
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uint scale_id = bitfieldExtract(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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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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d[c] = dot(view, half_vector);
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else if (input_id == 2u)
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d[c] = dot(normal, view);
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else if (input_id == 3u)
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d[c] = dot(light_vector, normal);
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else if (input_id == 4u) {
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uint GPUREG_LIGHTi_SPOTDIR_LOW = readPicaReg(0x0146 + 0x10 * light_id);
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uint GPUREG_LIGHTi_SPOTDIR_HIGH = readPicaReg(0x0147 + 0x10 * light_id);
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vec3 spot_light_vector = normalize(vec3(
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decodeFP(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 0, 16), 1, 11),
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decodeFP(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 16), 1, 11),
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decodeFP(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 16), 1, 11)
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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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d[c] = 1.0; // TODO: cos <greek symbol> (aka CP);
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error_unimpl = true;
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} else {
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d[c] = 1.0;
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}
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d[c] = lutLookup(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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} 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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if (lookup_config == 0) {
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d[D1_LUT] = 0.0;
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d[FR_LUT] = 0.0;
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d[RG_LUT] = d[RB_LUT] = d[RR_LUT];
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} else if (lookup_config == 1) {
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d[D0_LUT] = 0.0;
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d[D1_LUT] = 0.0;
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d[RG_LUT] = d[RB_LUT] = d[RR_LUT];
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} else if (lookup_config == 2) {
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d[FR_LUT] = 0.0;
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d[SP_LUT] = 0.0;
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d[RG_LUT] = d[RB_LUT] = d[RR_LUT];
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} else if (lookup_config == 3) {
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d[SP_LUT] = 0.0;
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d[RG_LUT] = d[RB_LUT] = d[RR_LUT] = 1.0;
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} else if (lookup_config == 4) {
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d[FR_LUT] = 0.0;
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} else if (lookup_config == 5) {
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d[D1_LUT] = 0.0;
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} else if (lookup_config == 6) {
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d[RG_LUT] = d[RB_LUT] = d[RR_LUT];
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}
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float distance_factor = 1.0; // a
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float indirect_factor = 1.0; // fi
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float shadow_factor = 1.0; // o
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float NdotL = dot(normal, light_vector); // Li dot N
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// Two sided diffuse
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if (bitfieldExtract(GPUREG_LIGHTi_CONFIG, 1, 1) == 0)
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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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float light_factor = distance_factor * d[SP_LUT] * indirect_factor * shadow_factor;
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primary_color.rgb += light_factor * (regToColor(GPUREG_LIGHTi_AMBIENT) + regToColor(GPUREG_LIGHTi_DIFFUSE) * NdotL);
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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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}
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uint fresnel_output1 = bitfieldExtract(GPUREG_LIGHTING_CONFIG0, 2, 1);
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uint fresnel_output2 = bitfieldExtract(GPUREG_LIGHTING_CONFIG0, 3, 1);
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if (fresnel_output1 == 1u) primary_color.a = d[FR_LUT];
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if (fresnel_output2 == 1u) secondary_color.a = d[FR_LUT];
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if (error_unimpl) {
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secondary_color = primary_color = vec4(1.0, 0., 1.0, 1.0);
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}
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}
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void main() {
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// TODO: what do invalid sources and disabled textures read as?
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// And what does the "previous combiner" source read initially?
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tevSources[0] = v_colour; // Primary/vertex color
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calcLighting(tevSources[1], tevSources[2]);
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uint textureConfig = readPicaReg(0x80);
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vec2 tex2UV = (textureConfig & (1u << 13)) != 0u ? v_texcoord1 : v_texcoord2;
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if ((textureConfig & 1u) != 0u) tevSources[3] = texture(u_tex0, v_texcoord0.xy);
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if ((textureConfig & 2u) != 0u) tevSources[4] = texture(u_tex1, v_texcoord1);
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if ((textureConfig & 4u) != 0u) tevSources[5] = texture(u_tex2, tex2UV);
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tevSources[13] = vec4(0.0); // Previous buffer
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tevSources[15] = vec4(0.0); // Previous combiner
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tevNextPreviousBuffer = v_textureEnvBufferColor;
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uint textureEnvUpdateBuffer = readPicaReg(0xE0);
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for (int i = 0; i < 6; i++) {
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tevSources[14] = v_textureEnvColor[i]; // Constant color
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tevSources[15] = tevCalculateCombiner(i);
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tevSources[13] = tevNextPreviousBuffer;
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if (i < 4) {
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if ((textureEnvUpdateBuffer & (0x100u << i)) != 0u) {
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tevNextPreviousBuffer.rgb = tevSources[15].rgb;
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}
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if ((textureEnvUpdateBuffer & (0x1000u << i)) != 0u) {
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tevNextPreviousBuffer.a = tevSources[15].a;
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}
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}
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}
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fragColour = tevSources[15];
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if (tevUnimplementedSourceFlag) {
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// fragColour = vec4(1.0, 0.0, 1.0, 1.0);
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}
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// fragColour.rg = texture(u_tex_lighting_lut,vec2(gl_FragCoord.x/200.,float(int(gl_FragCoord.y/2)%24))).rr;
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// Get original depth value by converting from [near, far] = [0, 1] to [-1, 1]
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// We do this by converting to [0, 2] first and subtracting 1 to go to [-1, 1]
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float z_over_w = gl_FragCoord.z * 2.0f - 1.0f;
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float depth = z_over_w * u_depthScale + u_depthOffset;
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if (!u_depthmapEnable) // Divide z by w if depthmap enable == 0 (ie using W-buffering)
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depth /= gl_FragCoord.w;
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|
// Write final fragment depth
|
|
gl_FragDepth = depth;
|
|
|
|
// Perform alpha test
|
|
uint alphaControl = readPicaReg(0x104);
|
|
if ((alphaControl & 1u) != 0u) { // Check if alpha test is on
|
|
uint func = (alphaControl >> 4u) & 7u;
|
|
float reference = float((alphaControl >> 8u) & 0xffu) / 255.0;
|
|
float alpha = fragColour.a;
|
|
|
|
switch (func) {
|
|
case 0: discard; // Never pass alpha test
|
|
case 1: break; // Always pass alpha test
|
|
case 2: // Pass if equal
|
|
if (alpha != reference) discard;
|
|
break;
|
|
case 3: // Pass if not equal
|
|
if (alpha == reference) discard;
|
|
break;
|
|
case 4: // Pass if less than
|
|
if (alpha >= reference) discard;
|
|
break;
|
|
case 5: // Pass if less than or equal
|
|
if (alpha > reference) discard;
|
|
break;
|
|
case 6: // Pass if greater than
|
|
if (alpha <= reference) discard;
|
|
break;
|
|
case 7: // Pass if greater than or equal
|
|
if (alpha < reference) discard;
|
|
break;
|
|
}
|
|
}
|
|
} |