Change 'stuff'
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210ecad15f
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@ -571,9 +571,15 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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WRITE(p, "#extension GL_ARB_shading_language_420pack : enable\n");
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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WRITE(p, "#extension GL_ARB_uniform_buffer_object : enable\n");
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WRITE(p, "#define ATTRIN in\n");
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WRITE(p, "#define ATTROUT out\n");
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}
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else
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{
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WRITE(p, "#version 120\n");
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WRITE(p, "#define ATTRIN attribute\n");
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WRITE(p, "#define ATTROUT attribute\n");
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}
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if (g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
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WRITE(p, "#extension GL_ARB_explicit_attrib_location : enable\n");
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@ -729,13 +735,21 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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WRITE(p, " float4 colors_1 = gl_SecondaryColor;\n");
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// compute window position if needed because binding semantic WPOS is not widely supported
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if (numTexgen < 7)
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// Let's set up attributes
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if (xfregs.numTexGen.numTexGens < 7)
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{
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for (int i = 0; i < numTexgen; ++i)
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WRITE(p, " float3 uv%d = gl_TexCoord[%d].xyz;\n", i, i);
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WRITE(p, " float4 clipPos = gl_TexCoord[%d];\n", numTexgen);
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for (int i = 0; i < 8; ++i)
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{
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WRITE(p, "ATTRIN float3 uv%d_2;\n", i);
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WRITE(p, " float3 uv%d = uv%d_2;\n", i, i);
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}
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WRITE(p, "ATTRIN float4 clipPos_2;\n");
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WRITE(p, " float4 clipPos = clipPos_2;\n");
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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WRITE(p, " float4 Normal = gl_TexCoord[%d];\n", numTexgen + 1);
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{
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WRITE(p, "ATTRIN float4 Normal_2;\n");
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WRITE(p, " float4 Normal = Normal_2;\n");
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}
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}
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else
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{
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@ -743,12 +757,18 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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for (int i = 0; i < 8; ++i)
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WRITE(p, " float4 uv%d = gl_TexCoord[%d];\n", i, i);
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{
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WRITE(p, "ATTRIN float4 uv%d_2;\n", i);
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WRITE(p, " float4 uv%d = uv%d_2;\n", i, i);
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}
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}
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else
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{
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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WRITE(p, " float%d uv%d = gl_TexCoord[%d]%s;\n", i < 4 ? 4 : 3 , i, i, i < 4 ? "" : ".xyz");
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{
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WRITE(p, "ATTRIN float%d uv%d_2;\n", i < 4 ? 4 : 3 , i);
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WRITE(p, " float%d uv%d = uv%d_2;\n", i < 4 ? 4 : 3 , i, i);
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}
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}
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}
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WRITE(p, "void main()\n{\n");
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@ -270,6 +270,30 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
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WRITE(p, " float%d tex%d = gl_MultiTexCoord%d.xy%s; // TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i, hastexmtx ? "z" : "", i);
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}
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// Let's set up attributes
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if (xfregs.numTexGen.numTexGens < 7)
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{
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for (int i = 0; i < 8; ++i)
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WRITE(p, "ATTROUT float3 uv%d_2;\n", i);
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WRITE(p, "ATTROUT float4 clipPos_2;\n");
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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WRITE(p, "ATTROUT float4 Normal_2;\n");
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}
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else
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{
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// wpos is in w of first 4 texcoords
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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for (int i = 0; i < 8; ++i)
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WRITE(p, "ATTROUT float4 uv%d_2;\n", i);
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}
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else
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{
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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WRITE(p, "ATTROUT float%d uv%d_2;\n", i < 4 ? 4 : 3 , i);
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}
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}
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WRITE(p, " float4 rawpos = gl_Vertex;\n") ;
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WRITE(p, "void main()\n{\n");
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@ -581,21 +605,21 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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if (xfregs.numTexGen.numTexGens < 7) {
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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WRITE(p, " gl_TexCoord[%d].xyz = o.tex%d;\n", i, i);
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WRITE(p, " gl_TexCoord[%d] = o.clipPos;\n", xfregs.numTexGen.numTexGens);
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WRITE(p, " uv%d_2.xyz = o.tex%d;\n", i, i);
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WRITE(p, " clipPos_2 = o.clipPos;\n");
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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WRITE(p, " gl_TexCoord[%d] = o.Normal;\n", xfregs.numTexGen.numTexGens + 1);
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WRITE(p, " Normal_2 = o.Normal;\n");
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} else {
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// clip position is in w of first 4 texcoords
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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for (int i = 0; i < 8; ++i)
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WRITE(p, " gl_TexCoord[%d] = o.tex%d;\n", i, i);
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WRITE(p, " uv%d_2 = o.tex%d;\n", i, i);
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}
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else
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{
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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WRITE(p, " gl_TexCoord[%d]%s = o.tex%d;\n", i, i < 4 ? ".xyzw" : ".xyz" , i);
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WRITE(p, " uv%d_2%s = o.tex%d;\n", i, i < 4 ? ".xyzw" : ".xyz" , i);
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}
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}
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WRITE(p, "gl_FrontColor = o.colors_0;\n");
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