VertexShaderGen: Simplify color channel logic
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@ -441,19 +441,38 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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out.Write("}}\n");
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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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{
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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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out.Write("o.colors_0 = rawcolor0;\n");
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}
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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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{
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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 < 2)
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if (uid_data->numColorChans <= 1)
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{
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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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out.Write("o.colors_1 = rawcolor1;\n");
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}
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else
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out.Write("o.colors_1 = o.colors_0;\n");
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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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// clipPos/w needs to be done in pixel shader, not here
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@ -464,22 +483,6 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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{
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out.Write("o.Normal = _norm0;\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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// If we can disable the incorrect depth clipping planes using depth clamping, then we can do
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