2011-02-06 01:56:45 +00:00
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "LightingShaderGen.h"
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#include "NativeVertexFormat.h"
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#include "XFMemory.h"
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#define WRITE p+=sprintf
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2011-09-29 19:21:09 +00:00
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int GetLightingShaderId(u32* out)
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{
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2012-10-26 14:34:02 +00:00
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for (u32 i = 0; i < xfregs.numChan.numColorChans; ++i)
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2011-09-29 19:21:09 +00:00
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{
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out[i] = xfregs.color[i].enablelighting ?
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(u32)xfregs.color[i].hex :
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(u32)xfregs.color[i].matsource;
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out[i] |= (xfregs.alpha[i].enablelighting ?
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(u32)xfregs.alpha[i].hex :
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(u32)xfregs.alpha[i].matsource) << 15;
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}
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_assert_(xfregs.numChan.numColorChans <= 2);
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return xfregs.numChan.numColorChans;
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}
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2011-02-06 01:56:45 +00:00
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// coloralpha - 1 if color, 2 if alpha
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char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char* lightsName, int coloralpha)
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{
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const char* swizzle = "xyzw";
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if (coloralpha == 1 ) swizzle = "xyz";
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else if (coloralpha == 2 ) swizzle = "w";
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if (!(chan.attnfunc & 1)) {
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// atten disabled
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switch (chan.diffusefunc) {
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case LIGHTDIF_NONE:
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WRITE(p, "lacc.%s += %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
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break;
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case LIGHTDIF_SIGN:
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case LIGHTDIF_CLAMP:
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WRITE(p, "ldir = normalize(%s.lights[%d].pos.xyz - pos.xyz);\n", lightsName, index);
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WRITE(p, "lacc.%s += %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n",
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swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", lightsName, index, swizzle);
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break;
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default: _assert_(0);
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}
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}
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else { // spec and spot
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if (chan.attnfunc == 3)
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{ // spot
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WRITE(p, "ldir = %s.lights[%d].pos.xyz - pos.xyz;\n", lightsName, index);
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WRITE(p, "dist2 = dot(ldir, ldir);\n"
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"dist = sqrt(dist2);\n"
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"ldir = ldir / dist;\n"
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"attn = max(0.0f, dot(ldir, %s.lights[%d].dir.xyz));\n", lightsName, index);
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WRITE(p, "attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", lightsName, index, lightsName, index);
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}
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else if (chan.attnfunc == 1)
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{ // specular
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WRITE(p, "ldir = normalize(%s.lights[%d].pos.xyz);\n", lightsName, index);
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WRITE(p, "attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s.lights[%d].dir.xyz)) : 0.0f;\n", lightsName, index);
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WRITE(p, "attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1,attn,attn*attn));\n", lightsName, index, lightsName, index);
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}
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switch (chan.diffusefunc)
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{
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case LIGHTDIF_NONE:
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WRITE(p, "lacc.%s += attn * %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
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break;
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case LIGHTDIF_SIGN:
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case LIGHTDIF_CLAMP:
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WRITE(p, "lacc.%s += attn * %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n",
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swizzle,
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chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(",
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lightsName,
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index,
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swizzle);
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break;
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default: _assert_(0);
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}
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}
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WRITE(p, "\n");
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return p;
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}
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// vertex shader
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// lights/colors
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// materials name is I_MATERIALS in vs and I_PMATERIALS in ps
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// inColorName is color in vs and colors_ in ps
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// dest is o.colors_ in vs and colors_ in ps
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char *GenerateLightingShader(char *p, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest)
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{
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for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++)
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{
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const LitChannel& color = xfregs.color[j];
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const LitChannel& alpha = xfregs.alpha[j];
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WRITE(p, "{\n");
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if (color.matsource) {// from vertex
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if (components & (VB_HAS_COL0 << j))
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WRITE(p, "mat = %s%d;\n", inColorName, j);
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else if (components & VB_HAS_COL0)
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WRITE(p, "mat = %s0;\n", inColorName);
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else
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WRITE(p, "mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
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}
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else // from color
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WRITE(p, "mat = %s.C%d;\n", materialsName, j+2);
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if (color.enablelighting) {
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if (color.ambsource) { // from vertex
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if (components & (VB_HAS_COL0<<j) )
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WRITE(p, "lacc = %s%d;\n", inColorName, j);
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else if (components & VB_HAS_COL0 )
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WRITE(p, "lacc = %s0;\n", inColorName);
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else
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WRITE(p, "lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
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}
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else // from color
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WRITE(p, "lacc = %s.C%d;\n", materialsName, j);
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}
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else
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{
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WRITE(p, "lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
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}
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// check if alpha is different
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if (alpha.matsource != color.matsource) {
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if (alpha.matsource) {// from vertex
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if (components & (VB_HAS_COL0<<j))
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WRITE(p, "mat.w = %s%d.w;\n", inColorName, j);
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else if (components & VB_HAS_COL0)
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WRITE(p, "mat.w = %s0.w;\n", inColorName);
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else WRITE(p, "mat.w = 1.0f;\n");
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}
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else // from color
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WRITE(p, "mat.w = %s.C%d.w;\n", materialsName, j+2);
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}
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if (alpha.enablelighting)
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{
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if (alpha.ambsource) {// from vertex
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if (components & (VB_HAS_COL0<<j) )
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WRITE(p, "lacc.w = %s%d.w;\n", inColorName, j);
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else if (components & VB_HAS_COL0 )
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WRITE(p, "lacc.w = %s0.w;\n", inColorName);
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else
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WRITE(p, "lacc.w = 0.0f;\n");
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}
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else // from color
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WRITE(p, "lacc.w = %s.C%d.w;\n", materialsName, j);
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}
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else
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{
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WRITE(p, "lacc.w = 1.0f;\n");
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}
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if(color.enablelighting && alpha.enablelighting)
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{
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// both have lighting, test if they use the same lights
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int mask = 0;
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if(color.lightparams == alpha.lightparams)
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{
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mask = color.GetFullLightMask() & alpha.GetFullLightMask();
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if(mask)
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{
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for (int i = 0; i < 8; ++i)
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{
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if (mask & (1<<i))
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p = GenerateLightShader(p, i, color, lightsName, 3);
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}
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}
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}
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// no shared lights
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for (int i = 0; i < 8; ++i)
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{
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if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
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p = GenerateLightShader(p, i, color, lightsName, 1);
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if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
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p = GenerateLightShader(p, i, alpha, lightsName, 2);
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}
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}
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else if (color.enablelighting || alpha.enablelighting)
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{
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// lights are disabled on one channel so process only the active ones
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const LitChannel& workingchannel = color.enablelighting ? color : alpha;
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int coloralpha = color.enablelighting ? 1 : 2;
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for (int i = 0; i < 8; ++i)
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{
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if (workingchannel.GetFullLightMask() & (1<<i))
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p = GenerateLightShader(p, i, workingchannel, lightsName, coloralpha);
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}
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}
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WRITE(p, "%s%d = mat * saturate(lacc);\n", dest, j);
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WRITE(p, "}\n");
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}
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return p;
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}
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