204 lines
9.6 KiB
C++
204 lines
9.6 KiB
C++
// Copyright 2017 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoCommon/UberShaderCommon.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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namespace UberShader
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{
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void WriteUberShaderCommonHeader(ShaderCode& out, APIType api_type,
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const ShaderHostConfig& host_config)
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{
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// ==============================================
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// BitfieldExtract for APIs which don't have it
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// ==============================================
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if (!host_config.backend_bitfield)
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{
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out.Write("uint bitfieldExtract(uint val, int off, int size) {\n"
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" // This built-in function is only support in OpenGL 4.0+ and ES 3.1+\n"
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" // Microsoft's HLSL compiler automatically optimises this to a bitfield extract "
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"instruction.\n"
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" uint mask = uint((1 << size) - 1);\n"
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" return uint(val >> off) & mask;\n"
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"}\n\n");
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}
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}
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void WriteLightingFunction(ShaderCode& out)
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{
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// ==============================================
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// Lighting channel calculation helper
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// ==============================================
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out.Write("int4 CalculateLighting(uint index, uint attnfunc, uint diffusefunc, float3 pos, "
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"float3 normal) {\n"
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" float3 ldir, h, cosAttn, distAttn;\n"
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" float dist, dist2, attn;\n"
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"\n"
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" switch (attnfunc) {\n");
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out.Write(" case %uu: // LIGNTATTN_NONE\n", LIGHTATTN_NONE);
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out.Write(" case %uu: // LIGHTATTN_DIR\n", LIGHTATTN_DIR);
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out.Write(" ldir = normalize(" I_LIGHTS "[index].pos.xyz - pos.xyz);\n"
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" attn = 1.0;\n"
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" if (length(ldir) == 0.0)\n"
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" ldir = normal;\n"
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" break;\n\n");
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out.Write(" case %uu: // LIGHTATTN_SPEC\n", LIGHTATTN_SPEC);
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out.Write(" ldir = normalize(" I_LIGHTS "[index].pos.xyz - pos.xyz);\n"
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" attn = (dot(normal, ldir) >= 0.0) ? max(0.0, dot(normal, " I_LIGHTS
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"[index].dir.xyz)) : 0.0;\n"
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" cosAttn = " I_LIGHTS "[index].cosatt.xyz;\n");
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out.Write(" if (diffusefunc == %uu) // LIGHTDIF_NONE\n", LIGHTDIF_NONE);
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out.Write(" distAttn = " I_LIGHTS "[index].distatt.xyz;\n"
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" else\n"
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" distAttn = normalize(" I_LIGHTS "[index].distatt.xyz);\n"
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" attn = max(0.0, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, "
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"float3(1.0, attn, attn*attn));\n"
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" break;\n\n");
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out.Write(" case %uu: // LIGHTATTN_SPOT\n", LIGHTATTN_SPOT);
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out.Write(" ldir = " I_LIGHTS "[index].pos.xyz - pos.xyz;\n"
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" dist2 = dot(ldir, ldir);\n"
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" dist = sqrt(dist2);\n"
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" ldir = ldir / dist;\n"
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" attn = max(0.0, dot(ldir, " I_LIGHTS "[index].dir.xyz));\n"
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" attn = max(0.0, " I_LIGHTS "[index].cosatt.x + " I_LIGHTS
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"[index].cosatt.y * attn + " I_LIGHTS "[index].cosatt.z * attn * attn) / dot(" I_LIGHTS
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"[index].distatt.xyz, float3(1.0, dist, dist2));\n"
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" break;\n\n");
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out.Write(" default:\n"
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" attn = 1.0;\n"
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" ldir = normal;\n"
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" break;\n"
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" }\n"
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"\n"
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" switch (diffusefunc) {\n");
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out.Write(" case %uu: // LIGHTDIF_NONE\n", LIGHTDIF_NONE);
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out.Write(" return int4(round(attn * float4(" I_LIGHTS "[index].color)));\n\n");
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out.Write(" case %uu: // LIGHTDIF_SIGN\n", LIGHTDIF_SIGN);
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out.Write(" return int4(round(attn * dot(ldir, normal) * float4(" I_LIGHTS
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"[index].color)));\n\n");
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out.Write(" case %uu: // LIGHTDIF_CLAMP\n", LIGHTDIF_CLAMP);
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out.Write(" return int4(round(attn * max(0.0, dot(ldir, normal)) * float4(" I_LIGHTS
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"[index].color)));\n\n");
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out.Write(" default:\n"
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" return int4(0, 0, 0, 0);\n"
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" }\n"
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"}\n\n");
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}
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void WriteVertexLighting(ShaderCode& out, APIType api_type, const char* world_pos_var,
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const char* normal_var, const char* in_color_0_var,
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const char* in_color_1_var, const char* out_color_0_var,
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const char* out_color_1_var)
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{
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out.Write("// Lighting\n");
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out.Write("%sfor (uint chan = 0u; chan < xfmem_numColorChans; chan++) {\n",
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api_type == APIType::D3D ? "[loop] " : "");
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out.Write(" uint colorreg = xfmem_color(chan);\n"
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" uint alphareg = xfmem_alpha(chan);\n"
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" int4 mat = " I_MATERIALS "[chan + 2u]; \n"
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" int4 lacc = int4(255, 255, 255, 255);\n"
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"\n");
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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) ? %s.xyz : %s.xyz) * 255.0));\n",
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in_color_0_var, in_color_1_var);
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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(%s.xyz * 255.0));\n", in_color_0_var);
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out.Write(" else\n"
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" mat.xyz = int3(255, 255, 255);\n"
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" }\n"
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"\n");
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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) ? %s.w : %s.w) * 255.0));\n", in_color_0_var,
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in_color_1_var);
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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(%s.w * 255.0));\n", in_color_0_var);
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out.Write(" else\n"
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" mat.w = 255;\n"
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" } else {\n"
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" mat.w = " I_MATERIALS " [chan + 2u].w;\n"
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" }\n"
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"\n");
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out.Write(" if (%s != 0u) {\n",
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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) ? %s.xyz : %s.xyz) * 255.0));\n",
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in_color_0_var, in_color_1_var);
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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(%s.xyz * 255.0));\n", in_color_0_var);
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out.Write(" else\n"
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" lacc.xyz = int3(255, 255, 255);\n"
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" } else {\n"
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" lacc.xyz = " I_MATERIALS " [chan].xyz;\n"
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" }\n"
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"\n");
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out.Write(" uint light_mask = %s | (%s << 4u);\n",
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BitfieldExtract("colorreg", LitChannel().lightMask0_3).c_str(),
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BitfieldExtract("colorreg", LitChannel().lightMask4_7).c_str());
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out.Write(" uint attnfunc = %s;\n",
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BitfieldExtract("colorreg", LitChannel().attnfunc).c_str());
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out.Write(" uint diffusefunc = %s;\n",
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BitfieldExtract("colorreg", LitChannel().diffusefunc).c_str());
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out.Write(
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" for (uint light_index = 0u; light_index < 8u; light_index++) {\n"
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" if ((light_mask & (1u << light_index)) != 0u)\n"
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" lacc.xyz += CalculateLighting(light_index, attnfunc, diffusefunc, %s, %s).xyz;\n",
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world_pos_var, normal_var);
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out.Write(" }\n"
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" }\n"
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"\n");
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out.Write(" if (%s != 0u) {\n",
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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) ? %s.w : %s.w) * 255.0));\n", in_color_0_var,
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in_color_1_var);
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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(%s.w * 255.0));\n", in_color_0_var);
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out.Write(" else\n"
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" lacc.w = 255;\n"
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" } else {\n"
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" lacc.w = " I_MATERIALS " [chan].w;\n"
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" }\n"
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"\n");
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out.Write(" uint light_mask = %s | (%s << 4u);\n",
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BitfieldExtract("alphareg", LitChannel().lightMask0_3).c_str(),
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BitfieldExtract("alphareg", LitChannel().lightMask4_7).c_str());
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out.Write(" uint attnfunc = %s;\n",
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BitfieldExtract("alphareg", LitChannel().attnfunc).c_str());
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out.Write(" uint diffusefunc = %s;\n",
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BitfieldExtract("alphareg", LitChannel().diffusefunc).c_str());
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out.Write(" for (uint light_index = 0u; light_index < 8u; light_index++) {\n\n"
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" if ((light_mask & (1u << light_index)) != 0u)\n\n"
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" lacc.w += CalculateLighting(light_index, attnfunc, diffusefunc, %s, %s).w;\n",
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world_pos_var, normal_var);
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out.Write(" }\n"
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" }\n"
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"\n");
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out.Write(" lacc = clamp(lacc, 0, 255);\n"
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"\n"
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" // Hopefully GPUs that can support dynamic indexing will optimize this.\n"
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" float4 lit_color = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n"
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" switch (chan) {\n"
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" case 0u: %s = lit_color; break;\n",
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out_color_0_var);
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out.Write(" case 1u: %s = lit_color; break;\n", out_color_1_var);
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out.Write(" }\n"
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"}\n"
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"\n");
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out.Write("if (xfmem_numColorChans < 2u && (components & %uu) == 0u)\n", VB_HAS_COL1);
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out.Write(" %s = %s;\n\n", out_color_1_var, out_color_0_var);
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}
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}
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