ShaderGen: Use consistent variable names for texture coordinates
This commit is contained in:
parent
25338c53e0
commit
e17efb1d8d
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@ -143,8 +143,8 @@ void SHADER::SetProgramBindings(bool is_compute)
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glBindAttribLocation(glprogid, SHADER_POSMTX_ATTRIB, "posmtx");
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glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "color0");
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glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "color1");
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glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "rawcolor0");
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glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "rawcolor1");
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glBindAttribLocation(glprogid, SHADER_NORM0_ATTRIB, "rawnorm0");
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glBindAttribLocation(glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
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@ -153,7 +153,7 @@ void SHADER::SetProgramBindings(bool is_compute)
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for (int i = 0; i < 8; i++)
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{
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std::string attrib_name = StringFromFormat("tex%d", i);
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std::string attrib_name = StringFromFormat("rawtex%d", i);
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glBindAttribLocation(glprogid, SHADER_TEXTURE0_ATTRIB + i, attrib_name.c_str());
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}
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}
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@ -119,11 +119,11 @@ static const u8 rasters[CHARACTER_COUNT][CHARACTER_HEIGHT] = {
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static const char* s_vertexShaderSrc = "uniform vec2 charSize;\n"
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"uniform vec2 offset;"
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"in vec2 rawpos;\n"
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"in vec2 tex0;\n"
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"in vec2 rawtex0;\n"
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"out vec2 uv0;\n"
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"void main(void) {\n"
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" gl_Position = vec4(rawpos + offset,0,1);\n"
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" uv0 = tex0 * charSize;\n"
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" uv0 = rawtex0 * charSize;\n"
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"}\n";
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static const char* s_fragmentShaderSrc = "SAMPLER_BINDING(8) uniform sampler2D samp8;\n"
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@ -562,7 +562,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
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// Let's set up attributes
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for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
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{
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out.Write("%s in float3 uv%d;\n", GetInterpolationQualifier(msaa, ssaa), i);
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out.Write("%s in float3 tex%d;\n", GetInterpolationQualifier(msaa, ssaa), i);
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}
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out.Write("%s in float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
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if (per_pixel_lighting)
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@ -573,13 +573,6 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
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}
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out.Write("void main()\n{\n");
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if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
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{
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for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
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out.Write("\tfloat3 uv%d = tex%d;\n", i, i);
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}
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out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
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}
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else // D3D
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@ -595,7 +588,8 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
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// compute window position if needed because binding semantic WPOS is not widely supported
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for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
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out.Write(",\n in %s float3 uv%d : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa), i, i);
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out.Write(",\n in %s float3 tex%d : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa), i,
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i);
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out.Write(",\n in %s float4 clipPos : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa),
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uid_data->genMode_numtexgens);
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if (per_pixel_lighting)
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@ -658,7 +652,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
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for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
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{
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out.Write("\tint2 fixpoint_uv%d = int2(", i);
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out.Write("(uv%d.z == 0.0 ? uv%d.xy : uv%d.xy / uv%d.z)", i, i, i, i);
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out.Write("(tex%d.z == 0.0 ? tex%d.xy : tex%d.xy / tex%d.z)", i, i, i, i);
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out.Write(" * " I_TEXDIMS "[%d].zw);\n", i);
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// TODO: S24 overflows here?
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}
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@ -113,10 +113,10 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
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out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm0;\n", SHADER_NORM0_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm1;\n", SHADER_NORM1_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION(%d) in float4 color0;\n", SHADER_COLOR0_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION(%d) in float4 color1;\n", SHADER_COLOR1_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawcolor1;\n", SHADER_COLOR1_ATTRIB);
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for (int i = 0; i < 8; ++i)
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out.Write("ATTRIBUTE_LOCATION(%d) in float3 tex%d;\n", SHADER_TEXTURE0_ATTRIB + i, i);
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out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawtex%d;\n", SHADER_TEXTURE0_ATTRIB + i, i);
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// We need to always use output blocks for Vulkan, but geometry shaders are also optional.
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if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
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@ -130,7 +130,7 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
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{
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// Let's set up attributes
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for (u32 i = 0; i < numTexgen; ++i)
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out.Write("%s out float3 uv%u;\n", GetInterpolationQualifier(msaa, ssaa), i);
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out.Write("%s out float3 tex%u;\n", GetInterpolationQualifier(msaa, ssaa), i);
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out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
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if (per_pixel_lighting)
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@ -152,10 +152,10 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
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out.Write(" float3 rawnorm0 : NORMAL0,\n");
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out.Write(" float3 rawnorm1 : NORMAL1,\n");
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out.Write(" float3 rawnorm2 : NORMAL2,\n");
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out.Write(" float4 color0 : COLOR0,\n");
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out.Write(" float4 color1 : COLOR1,\n");
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out.Write(" float4 rawcolor0 : COLOR0,\n");
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out.Write(" float4 rawcolor1 : COLOR1,\n");
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for (int i = 0; i < 8; ++i)
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out.Write(" float3 tex%d : TEXCOORD%d,\n", i, i);
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out.Write(" float3 rawtex%d : TEXCOORD%d,\n", i, i);
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out.Write(" uint posmtx : BLENDINDICES,\n");
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out.Write(" float4 rawpos : POSITION) {\n");
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}
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@ -307,7 +307,7 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
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// TODO: Pass interface blocks between shader stages even if geometry shaders
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// are not supported, however that will require at least OpenGL 3.2 support.
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for (u32 i = 0; i < numTexgen; ++i)
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out.Write("uv%d.xyz = o.tex%d;\n", i, i);
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out.Write("tex%d.xyz = o.tex%d;\n", i, i);
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out.Write("clipPos = o.clipPos;\n");
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out.Write("colors_0 = o.colors_0;\n");
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out.Write("colors_1 = o.colors_1;\n");
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@ -337,12 +337,12 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
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void GenVertexShaderLighting(APIType ApiType, ShaderCode& out)
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{
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out.Write("if ((components & %uu) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0);
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out.Write(" o.colors_0 = color0;\n"
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out.Write(" o.colors_0 = rawcolor0;\n"
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"else\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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out.Write("if ((components & %uu) != 0u) // VB_HAS_COL1\n", VB_HAS_COL1);
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out.Write(" o.colors_1 = color1;\n"
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out.Write(" o.colors_1 = rawcolor1;\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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"\n");
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@ -358,9 +358,10 @@ void GenVertexShaderLighting(APIType ApiType, ShaderCode& out)
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out.Write(" if (%s != 0u) {\n", BitfieldExtract("colorreg", LitChannel().matsource).c_str());
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out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0);
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out.Write(" mat.xyz = int3(round(((chan == 0u) ? color0.xyz : color1.xyz) * 255.0));\n");
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out.Write(
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" mat.xyz = int3(round(((chan == 0u) ? rawcolor0.xyz : rawcolor1.xyz) * 255.0));\n");
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out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0);
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out.Write(" mat.xyz = int3(round(color0.xyz * 255.0));\n"
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out.Write(" mat.xyz = int3(round(rawcolor0.xyz * 255.0));\n"
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" else\n"
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" mat.xyz = int3(255, 255, 255);\n"
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" }\n"
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@ -368,9 +369,9 @@ void GenVertexShaderLighting(APIType ApiType, ShaderCode& out)
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out.Write(" if (%s != 0u) {\n", BitfieldExtract("alphareg", LitChannel().matsource).c_str());
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out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0);
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out.Write(" mat.w = int(round(((chan == 0u) ? color0.w : color1.w) * 255.0));\n");
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out.Write(" mat.w = int(round(((chan == 0u) ? rawcolor0.w : rawcolor1.w) * 255.0));\n");
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out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0);
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out.Write(" mat.w = int(round(color0.w * 255.0));\n"
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out.Write(" mat.w = int(round(rawcolor0.w * 255.0));\n"
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" else\n"
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" mat.w = 255;\n"
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" } else {\n"
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@ -382,9 +383,10 @@ void GenVertexShaderLighting(APIType ApiType, ShaderCode& out)
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BitfieldExtract("colorreg", LitChannel().enablelighting).c_str());
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out.Write(" if (%s != 0u) {\n", BitfieldExtract("colorreg", LitChannel().ambsource).c_str());
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out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0);
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out.Write(" lacc.xyz = int3(round(((chan == 0u) ? color0.xyz : color1.xyz) * 255.0));\n");
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out.Write(
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" lacc.xyz = int3(round(((chan == 0u) ? rawcolor0.xyz : rawcolor1.xyz) * 255.0));\n");
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out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0);
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out.Write(" lacc.xyz = int3(round(color0.xyz * 255.0));\n"
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out.Write(" lacc.xyz = int3(round(rawcolor0.xyz * 255.0));\n"
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" else\n"
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" lacc.xyz = int3(255, 255, 255);\n"
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" } else {\n"
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@ -410,9 +412,9 @@ void GenVertexShaderLighting(APIType ApiType, ShaderCode& out)
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BitfieldExtract("alphareg", LitChannel().enablelighting).c_str());
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out.Write(" if (%s != 0u) {\n", BitfieldExtract("alphareg", LitChannel().ambsource).c_str());
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out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0);
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out.Write(" lacc.w = int(round(((chan == 0u) ? color0.w : color1.w) * 255.0));\n");
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out.Write(" lacc.w = int(round(((chan == 0u) ? rawcolor0.w : rawcolor1.w) * 255.0));\n");
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out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0);
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out.Write(" lacc.w = int(round(color0.w * 255.0));\n"
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out.Write(" lacc.w = int(round(rawcolor0.w * 255.0));\n"
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" else\n"
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" lacc.w = 255;\n"
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" } else {\n"
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@ -488,9 +490,10 @@ void GenVertexShaderTexGens(APIType ApiType, u32 numTexgen, ShaderCode& out)
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for (u32 i = 0; i < 8; i++)
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{
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out.Write(" case %uu: // XF_SRCTEX%u_INROW\n", XF_SRCTEX0_INROW + i, i);
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out.Write(" coord = ((components & %uu /* VB_HAS_UV%u */) != 0u) ? float4(tex%u.x, tex%u.y, "
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"1.0, 1.0) : coord;\n",
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VB_HAS_UV0 << i, i, i, i);
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out.Write(
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" coord = ((components & %uu /* VB_HAS_UV%u */) != 0u) ? float4(rawtex%u.x, rawtex%u.y, "
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"1.0, 1.0) : coord;\n",
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VB_HAS_UV0 << i, i, i, i);
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out.Write(" break;\n\n");
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}
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out.Write(" }\n");
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@ -541,7 +544,7 @@ void GenVertexShaderTexGens(APIType ApiType, u32 numTexgen, ShaderCode& out)
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" int tmp = 0;\n"
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" switch (texgen) {\n");
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for (u32 i = 0; i < numTexgen; i++)
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out.Write(" case %uu: tmp = int(tex%u.z); break;\n", i, i);
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out.Write(" case %uu: tmp = int(rawtex%u.z); break;\n", i, i);
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out.Write(" }\n"
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"\n");
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out.Write(" if (%s == %uu) {\n",
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@ -114,16 +114,16 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB);
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if (uid_data->components & VB_HAS_COL0)
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out.Write("ATTRIBUTE_LOCATION(%d) in float4 color0;\n", SHADER_COLOR0_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB);
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if (uid_data->components & VB_HAS_COL1)
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out.Write("ATTRIBUTE_LOCATION(%d) in float4 color1;\n", SHADER_COLOR1_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawcolor1;\n", SHADER_COLOR1_ATTRIB);
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for (int i = 0; i < 8; ++i)
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{
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u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
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if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx)
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{
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out.Write("ATTRIBUTE_LOCATION(%d) in float%d tex%d;\n", SHADER_TEXTURE0_ATTRIB + i,
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out.Write("ATTRIBUTE_LOCATION(%d) in float%d rawtex%d;\n", SHADER_TEXTURE0_ATTRIB + i,
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hastexmtx ? 3 : 2, i);
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}
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}
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@ -143,7 +143,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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{
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if (i < uid_data->numTexGens)
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{
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out.Write("%s out float3 uv%u;\n", GetInterpolationQualifier(msaa, ssaa), i);
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out.Write("%s out float3 tex%u;\n", GetInterpolationQualifier(msaa, ssaa), i);
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}
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}
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out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
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@ -170,14 +170,14 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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if (uid_data->components & VB_HAS_NRM2)
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out.Write(" float3 rawnorm2 : NORMAL2,\n");
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if (uid_data->components & VB_HAS_COL0)
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out.Write(" float4 color0 : COLOR0,\n");
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out.Write(" float4 rawcolor0 : COLOR0,\n");
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if (uid_data->components & VB_HAS_COL1)
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out.Write(" float4 color1 : COLOR1,\n");
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out.Write(" float4 rawcolor1 : COLOR1,\n");
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for (int i = 0; i < 8; ++i)
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{
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u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
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if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx)
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out.Write(" float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
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out.Write(" float%d rawtex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
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}
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if (uid_data->components & VB_HAS_POSMTXIDX)
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out.Write(" uint4 posmtx : BLENDINDICES,\n");
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@ -242,18 +242,18 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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if (uid_data->numColorChans == 0)
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{
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if (uid_data->components & VB_HAS_COL0)
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out.Write("o.colors_0 = color0;\n");
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out.Write("o.colors_0 = rawcolor0;\n");
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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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GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, uid_data->numColorChans,
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"color", "o.colors_");
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"rawcolor", "o.colors_");
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if (uid_data->numColorChans < 2)
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{
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if (uid_data->components & VB_HAS_COL1)
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out.Write("o.colors_1 = color1;\n");
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out.Write("o.colors_1 = rawcolor1;\n");
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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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@ -296,7 +296,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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default:
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_assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
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if (uid_data->components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW)))
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out.Write("coord = float4(tex%d.x, tex%d.y, 1.0, 1.0);\n",
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out.Write("coord = float4(rawtex%d.x, rawtex%d.y, 1.0, 1.0);\n",
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texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
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break;
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}
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@ -338,7 +338,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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default:
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if (uid_data->components & (VB_HAS_TEXMTXIDX0 << i))
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{
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out.Write("int tmp = int(tex%d.z);\n", i);
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out.Write("int tmp = int(rawtex%d.z);\n", i);
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if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ)
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out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES
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"[tmp]), dot(coord, " I_TRANSFORMMATRICES
|
||||
|
@ -407,10 +407,10 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
|||
out.Write("o.WorldPos = pos.xyz;\n");
|
||||
|
||||
if (uid_data->components & VB_HAS_COL0)
|
||||
out.Write("o.colors_0 = color0;\n");
|
||||
out.Write("o.colors_0 = rawcolor0;\n");
|
||||
|
||||
if (uid_data->components & VB_HAS_COL1)
|
||||
out.Write("o.colors_1 = color1;\n");
|
||||
out.Write("o.colors_1 = rawcolor1;\n");
|
||||
}
|
||||
|
||||
// If we can disable the incorrect depth clipping planes using depth clamping, then we can do
|
||||
|
@ -495,7 +495,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
|||
// TODO: Pass interface blocks between shader stages even if geometry shaders
|
||||
// are not supported, however that will require at least OpenGL 3.2 support.
|
||||
for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
|
||||
out.Write("uv%d.xyz = o.tex%d;\n", i, i);
|
||||
out.Write("tex%d.xyz = o.tex%d;\n", i, i);
|
||||
out.Write("clipPos = o.clipPos;\n");
|
||||
if (per_pixel_lighting)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue