UberShaderPixel: Migrate over to fmt
Completes the migration over to using the fmt-formatting WriteFmt function. The next PR will rename all usages of WriteFmt, while simultaneously getting rid of the old printf code.
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@ -685,9 +685,9 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
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if (use_shader_blend)
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if (use_shader_blend)
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{
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{
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// Store off a copy of the initial fb value for blending
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// Store off a copy of the initial fb value for blending
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out.Write("\tfloat4 initial_ocol0 = FB_FETCH_VALUE;\n"
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out.WriteFmt("\tfloat4 initial_ocol0 = FB_FETCH_VALUE;\n"
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"\tfloat4 ocol0;\n"
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"\tfloat4 ocol0;\n"
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"\tfloat4 ocol1;\n");
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"\tfloat4 ocol1;\n");
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}
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}
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}
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}
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else // D3D
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else // D3D
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@ -1512,15 +1512,15 @@ static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data)
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if (uid_data->fog_RangeBaseEnabled)
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if (uid_data->fog_RangeBaseEnabled)
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{
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{
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out.SetConstantsUsed(C_FOGF, C_FOGF);
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out.SetConstantsUsed(C_FOGF, C_FOGF);
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out.Write("\tfloat offset = (2.0 * (rawpos.x / " I_FOGF ".w)) - 1.0 - " I_FOGF ".z;\n"
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out.WriteFmt("\tfloat offset = (2.0 * (rawpos.x / " I_FOGF ".w)) - 1.0 - " I_FOGF ".z;\n"
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"\tfloat floatindex = clamp(9.0 - abs(offset) * 9.0, 0.0, 9.0);\n"
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"\tfloat floatindex = clamp(9.0 - abs(offset) * 9.0, 0.0, 9.0);\n"
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"\tuint indexlower = uint(floatindex);\n"
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"\tuint indexlower = uint(floatindex);\n"
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"\tuint indexupper = indexlower + 1u;\n"
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"\tuint indexupper = indexlower + 1u;\n"
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"\tfloat klower = " I_FOGRANGE "[indexlower >> 2u][indexlower & 3u];\n"
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"\tfloat klower = " I_FOGRANGE "[indexlower >> 2u][indexlower & 3u];\n"
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"\tfloat kupper = " I_FOGRANGE "[indexupper >> 2u][indexupper & 3u];\n"
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"\tfloat kupper = " I_FOGRANGE "[indexupper >> 2u][indexupper & 3u];\n"
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"\tfloat k = lerp(klower, kupper, frac(floatindex));\n"
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"\tfloat k = lerp(klower, kupper, frac(floatindex));\n"
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"\tfloat x_adjust = sqrt(offset * offset + k * k) / k;\n"
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"\tfloat x_adjust = sqrt(offset * offset + k * k) / k;\n"
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"\tze *= x_adjust;\n");
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"\tze *= x_adjust;\n");
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}
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}
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out.WriteFmt("\tfloat fog = clamp(ze - " I_FOGF ".y, 0.0, 1.0);\n");
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out.WriteFmt("\tfloat fog = clamp(ze - " I_FOGF ".y, 0.0, 1.0);\n");
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