Merge pull request #10012 from Pokechu22/thps4-green-sky
UberShaderVertex: Fix Tony Hawk Pro Skater 4
This commit is contained in:
commit
05f86b9f5b
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@ -215,20 +215,36 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
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if (num_texgen > 0)
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if (num_texgen > 0)
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GenVertexShaderTexGens(api_type, num_texgen, out);
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GenVertexShaderTexGens(api_type, num_texgen, out);
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out.Write("// The number of colors available to TEV is determined by numColorChans.\n"
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"// We have to provide the fields to match the interface, so set to zero\n"
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"// if it's not enabled.\n");
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const char* color_prefix;
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if (per_pixel_lighting)
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{
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out.Write("\n// Since per-pixel lighting is enabled, the vertex colors are passed through\n"
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"// unmodified so we can evaluate the lighting in the pixel shader.\n");
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color_prefix = "vertex_color_";
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}
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else
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{
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color_prefix = "rawcolor";
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}
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out.Write("if (xfmem_numColorChans == 0u) {{\n"
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out.Write("if (xfmem_numColorChans == 0u) {{\n"
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" if ((components & {}u) != 0u)\n"
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" if ((components & {}u) != 0u) // VB_HAS_COL0\n"
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" o.colors_0 = rawcolor0;\n"
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" o.colors_0 = {}0;\n"
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" else\n"
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" else\n"
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" o.colors_1 = float4(1.0, 1.0, 1.0, 1.0);\n"
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" o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n"
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"}}\n",
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"}}\n",
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VB_HAS_COL0);
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VB_HAS_COL0, color_prefix);
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out.Write("if (xfmem_numColorChans < 2u) {{\n"
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out.Write("if (xfmem_numColorChans <= 1u) {{\n"
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" if ((components & {}u) != 0u)\n"
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" if ((components & {}u) != 0u) // VB_HAS_COL1\n"
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" o.colors_0 = rawcolor1;\n"
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" o.colors_1 = {}1;\n"
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" else\n"
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" else\n"
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" o.colors_1 = float4(1.0, 1.0, 1.0, 1.0);\n"
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" o.colors_1 = o.colors_0;\n"
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"}}\n",
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"}}\n",
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VB_HAS_COL1);
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VB_HAS_COL1, color_prefix);
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if (!host_config.fast_depth_calc)
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if (!host_config.fast_depth_calc)
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{
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{
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@ -239,26 +255,7 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
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if (per_pixel_lighting)
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if (per_pixel_lighting)
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{
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{
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out.Write("o.Normal = _norm0;\n"
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out.Write("o.Normal = _norm0;\n"
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"o.WorldPos = pos.xyz;\n"
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"o.WorldPos = pos.xyz;\n");
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"// Pass through the vertex colors unmodified so we can evaluate the lighting\n"
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"// in the same manner.\n");
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out.Write("if ((components & {}u) != 0u) // VB_HAS_COL0\n"
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" o.colors_0 = vertex_color_0;\n",
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VB_HAS_COL0);
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out.Write("if ((components & {}u) != 0u) // VB_HAS_COL1\n"
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" o.colors_1 = vertex_color_1;\n",
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VB_HAS_COL1);
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}
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else
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{
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out.Write("// The number of colors available to TEV is determined by numColorChans.\n"
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"// We have to provide the fields to match the interface, so set to zero\n"
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"// if it's not enabled.\n"
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"if (xfmem_numColorChans == 0u)\n"
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" o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n"
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"if (xfmem_numColorChans <= 1u)\n"
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" o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n"
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"\n");
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}
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}
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// If we can disable the incorrect depth clipping planes using depth clamping, then we can do
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// If we can disable the incorrect depth clipping planes using depth clamping, then we can do
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@ -443,19 +443,38 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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out.Write("}}\n");
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out.Write("}}\n");
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}
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}
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// The number of colors available to TEV is determined by numColorChans.
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// We have to provide the fields to match the interface, so set to zero if it's not enabled.
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// When per-pixel lighting is enabled, the vertex colors are passed through unmodified so we can
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// evaluate the lighting in the same manner in the pixel shader.
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if (uid_data->numColorChans == 0)
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if (uid_data->numColorChans == 0)
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{
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{
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if ((uid_data->components & VB_HAS_COL0) != 0)
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if ((uid_data->components & VB_HAS_COL0) != 0)
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out.Write("o.colors_0 = rawcolor0;\n");
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{
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if (per_pixel_lighting)
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out.Write("o.colors_0 = vertex_color_0;\n");
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else
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else
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out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
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out.Write("o.colors_0 = rawcolor0;\n");
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}
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}
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if (uid_data->numColorChans < 2)
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else
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{
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out.Write("o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n");
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}
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}
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if (uid_data->numColorChans <= 1)
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{
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{
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if ((uid_data->components & VB_HAS_COL1) != 0)
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if ((uid_data->components & VB_HAS_COL1) != 0)
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out.Write("o.colors_1 = rawcolor1;\n");
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{
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if (per_pixel_lighting)
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out.Write("o.colors_1 = vertex_color_1;\n");
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else
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else
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out.Write("o.colors_1 = o.colors_0;\n");
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out.Write("o.colors_1 = rawcolor1;\n");
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}
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else
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{
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out.Write("o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n");
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}
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}
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}
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// clipPos/w needs to be done in pixel shader, not here
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// clipPos/w needs to be done in pixel shader, not here
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@ -466,22 +485,6 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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{
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{
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out.Write("o.Normal = _norm0;\n"
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out.Write("o.Normal = _norm0;\n"
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"o.WorldPos = pos.xyz;\n");
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"o.WorldPos = pos.xyz;\n");
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// Pass through the vertex colors unmodified so we can evaluate the lighting in the same manner.
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if ((uid_data->components & VB_HAS_COL0) != 0)
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out.Write("o.colors_0 = vertex_color_0;\n");
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if ((uid_data->components & VB_HAS_COL1) != 0)
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out.Write("o.colors_1 = vertex_color_1;\n");
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}
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else
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{
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// The number of colors available to TEV is determined by numColorChans.
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// We have to provide the fields to match the interface, so set to zero if it's not enabled.
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if (uid_data->numColorChans == 0)
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out.Write("o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n");
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if (uid_data->numColorChans <= 1)
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out.Write("o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n");
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}
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}
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// If we can disable the incorrect depth clipping planes using depth clamping, then we can do
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// If we can disable the incorrect depth clipping planes using depth clamping, then we can do
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