VideoSW: rewrite lighting attenuation
- Fixes remaining lighting issues (Mario Tennis, etc) - Apply same fixes to Software Renderer - Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
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@ -212,38 +212,33 @@ static void LightColor(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const L
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{
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const LightPointer *light = (const LightPointer*)&xfmem.lights[lightNum];
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if (!(chan.attnfunc & 1))
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{
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// atten disabled
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switch (chan.diffusefunc)
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{
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case LIGHTDIF_NONE:
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AddIntegerColor(light->color, lightCol);
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break;
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case LIGHTDIF_SIGN:
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{
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Vec3 ldir = (light->pos - pos).Normalized();
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float diffuse = ldir * normal;
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AddScaledIntegerColor(light->color, diffuse, lightCol);
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}
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break;
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case LIGHTDIF_CLAMP:
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{
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Vec3 ldir = (light->pos - pos).Normalized();
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float diffuse = std::max(0.0f, ldir * normal);
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AddScaledIntegerColor(light->color, diffuse, lightCol);
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}
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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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{
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// not sure about divide by zero checks
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Vec3 ldir = light->pos - pos;
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float attn;
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float attn = 1.0f;
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if (chan.attnfunc == 3) // spot
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switch (chan.attnfunc)
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{
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case LIGHTATTN_NONE:
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case LIGHTATTN_DIR:
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{
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ldir = ldir.Normalized();
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if (ldir == Vec3(0, 0, 0))
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ldir = Vec3(1, 1, 1);
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break;
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}
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case LIGHTATTN_SPEC:
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{
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ldir = ldir.Normalized();
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attn = (ldir * normal) >= 0.0 ? std::max(0.0f, light->dir * normal) : 0;
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Vec3 attLen = Vec3(1.0, attn, attn*attn);
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Vec3 cosAttn = light->cosatt;
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Vec3 distAttn = light->distatt;
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if (chan.diffusefunc != LIGHTDIF_NONE)
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distAttn = distAttn.Normalized();
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attn = SafeDivide(std::max(0.0f, attLen * cosAttn), attLen * distAttn);
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break;
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}
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case LIGHTATTN_SPOT:
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{
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float dist2 = ldir.Length2();
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float dist = sqrtf(dist2);
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@ -253,81 +248,58 @@ static void LightColor(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const L
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float cosAtt = light->cosatt.x + (light->cosatt.y * attn) + (light->cosatt.z * attn * attn);
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float distAtt = light->distatt.x + (light->distatt.y * dist) + (light->distatt.z * dist2);
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attn = SafeDivide(std::max(0.0f, cosAtt), distAtt);
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break;
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}
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else if (chan.attnfunc == 1) // specular
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{
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// donko - what is going on here? 655.36 is a guess but seems about right.
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attn = (light->pos * normal) > -655.36 ? std::max(0.0f, (light->dir * normal)) : 0;
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ldir.set(1.0f, attn, attn * attn);
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float cosAtt = std::max(0.0f, light->cosatt * ldir);
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float distAtt = light->distatt * ldir;
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attn = SafeDivide(std::max(0.0f, cosAtt), distAtt);
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}
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else
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{
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default:
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PanicAlert("LightColor");
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return;
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}
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float difAttn = ldir * normal;
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switch (chan.diffusefunc)
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{
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case LIGHTDIF_NONE:
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AddScaledIntegerColor(light->color, attn, lightCol);
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break;
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case LIGHTDIF_SIGN:
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{
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float difAttn = ldir * normal;
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AddScaledIntegerColor(light->color, attn * difAttn, lightCol);
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}
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break;
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case LIGHTDIF_CLAMP:
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{
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float difAttn = std::max(0.0f, ldir * normal);
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difAttn = std::max(0.0f, difAttn);
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AddScaledIntegerColor(light->color, attn * difAttn, lightCol);
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}
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break;
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default: _assert_(0);
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}
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}
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}
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static void LightAlpha(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChannel &chan, float &lightCol)
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{
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const LightPointer *light = (const LightPointer*)&xfmem.lights[lightNum];
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if (!(chan.attnfunc & 1))
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{
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// atten disabled
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switch (chan.diffusefunc)
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{
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case LIGHTDIF_NONE:
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lightCol += light->color[0];
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break;
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case LIGHTDIF_SIGN:
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{
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Vec3 ldir = (light->pos - pos).Normalized();
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float diffuse = ldir * normal;
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lightCol += light->color[0] * diffuse;
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}
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break;
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case LIGHTDIF_CLAMP:
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{
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Vec3 ldir = (light->pos - pos).Normalized();
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float diffuse = std::max(0.0f, ldir * normal);
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lightCol += light->color[0] * diffuse;
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}
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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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{
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Vec3 ldir = light->pos - pos;
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float attn;
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float attn = 1.0f;
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if (chan.attnfunc == 3) // spot
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switch (chan.attnfunc)
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{
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case LIGHTATTN_NONE:
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case LIGHTATTN_DIR:
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{
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ldir = ldir.Normalized();
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break;
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}
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case LIGHTATTN_SPEC:
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{
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ldir = ldir.Normalized();
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attn = (ldir * normal) >= 0.0 ? std::max(0.0f, light->dir * normal) : 0;
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Vec3 attLen = Vec3(1.0, attn, attn*attn);
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Vec3 cosAttn = light->cosatt;
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Vec3 distAttn = light->distatt;
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if (chan.diffusefunc != LIGHTDIF_NONE)
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distAttn = distAttn.Normalized();
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attn = SafeDivide(std::max(0.0f, attLen * cosAttn), attLen * distAttn);
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break;
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}
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case LIGHTATTN_SPOT:
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{
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float dist2 = ldir.Length2();
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float dist = sqrtf(dist2);
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@ -337,40 +309,28 @@ static void LightAlpha(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const L
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float cosAtt = light->cosatt.x + (light->cosatt.y * attn) + (light->cosatt.z * attn * attn);
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float distAtt = light->distatt.x + (light->distatt.y * dist) + (light->distatt.z * dist2);
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attn = SafeDivide(std::max(0.0f, cosAtt), distAtt);
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break;
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}
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else /* if (chan.attnfunc == 1) */ // specular
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{
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// donko - what is going on here? 655.36 is a guess but seems about right.
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attn = (light->pos * normal) > -655.36 ? std::max(0.0f, (light->dir * normal)) : 0;
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ldir.set(1.0f, attn, attn * attn);
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float cosAtt = light->cosatt * ldir;
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float distAtt = light->distatt * ldir;
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attn = SafeDivide(std::max(0.0f, cosAtt), distAtt);
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default:
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PanicAlert("LightColor");
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}
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float difAttn = ldir * normal;
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switch (chan.diffusefunc)
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{
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case LIGHTDIF_NONE:
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lightCol += light->color[0] * attn;
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break;
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case LIGHTDIF_SIGN:
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{
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float difAttn = ldir * normal;
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lightCol += light->color[0] * attn * difAttn;
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}
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break;
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case LIGHTDIF_CLAMP:
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{
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float difAttn = std::max(0.0f, ldir * normal);
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difAttn = std::max(0.0f, difAttn);
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lightCol += light->color[0] * attn * difAttn;
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}
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break;
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default: _assert_(0);
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}
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}
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}
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void TransformColor(const InputVertexData *src, OutputVertexData *dst)
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{
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@ -63,7 +63,8 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
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case LIGHTATTN_NONE:
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case LIGHTATTN_DIR:
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object.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
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object.Write("attn = 1.0f;\n");
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object.Write("attn = 1.0;\n");
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object.Write("if (length(ldir) == 0.0)\n\t ldir = _norm0;\n");
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break;
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case LIGHTATTN_SPEC:
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object.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
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@ -82,6 +83,7 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
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object.Write("attn = max(0.0, " LIGHT_COSATT".x + " LIGHT_COSATT".y*attn + " LIGHT_COSATT".z*attn*attn) / dot(" LIGHT_DISTATT".xyz, float3(1.0,dist,dist2));\n",
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LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_DISTATT_PARAMS(index));
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break;
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default: _assert_(0);
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}
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switch (chan.diffusefunc)
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