diff --git a/hw/xbox/nv2a/shaders.c b/hw/xbox/nv2a/shaders.c index b7c44997e3..10dede5f4b 100644 --- a/hw/xbox/nv2a/shaders.c +++ b/hw/xbox/nv2a/shaders.c @@ -566,31 +566,21 @@ GLSL_DEFINE(materialEmissionColor, GLSL_LTCTXA(NV_IGRAPH_XF_LTCTXA_CM_COL) ".xyz /* Everything done already */ break; case LIGHT_SPOT: - /* From: https://docs.microsoft.com/en-us/windows/win32/direct3d9/attenuation-and-spotlight-factor#spotlight-factor */ - /* Note: normalizing the direction does not produce the same result as on hardware. - * Instead, dividing the direction by 1-w produces the same result as on hardware. - * Rationale: the w component is always close (but not equal to) the difference - * between 1 and the the direction vector length (e.g. 1.0-2.6=-1.6, with w=-1.5). - * So, dividing by 1-w is the same as normalizing the vector and scaling it a bit. - * In the example: 1-(-1.5) = 2.5, 2.6/2.5 = 1.04. This also scales the subsequent - * dot product by the same amount, effectively increasing the spotlight radius. - */ + /* https://docs.microsoft.com/en-us/windows/win32/direct3d9/attenuation-and-spotlight-factor#spotlight-factor */ mstring_append_fmt(body, - " vec3 dir = lightSpotDirection(%d).xyz / (1.0 - lightSpotDirection(%d).w);\n" - " float rho = dot(dir, VP);\n" - " float theta = lightSpotFalloff(%d).x;\n" - " float phi = lightSpotFalloff(%d).y;\n" - " float falloff = lightSpotFalloff(%d).z;\n" - " float cosHalfPhi = cos(phi * 0.5);\n" - " float cosHalfTheta = cos(theta * 0.5);\n" - " if (rho > cosHalfTheta) {\n" /* do nothing => spotlightFactor = 1 */ + " vec4 spotDir = lightSpotDirection(%d);\n" + " float invScale = 1/length(spotDir.xyz);\n" + " float cosHalfPhi = -invScale*spotDir.w;\n" + " float cosHalfTheta = invScale + cosHalfPhi;\n" + " float spotDirDotVP = dot(spotDir.xyz, VP);\n" + " float rho = invScale*spotDirDotVP;\n" + " if (rho > cosHalfTheta) {\n" " } else if (rho <= cosHalfPhi) {\n" - " attenuation = 0.0;\n" /* spotlightFactor = 0 */ + " attenuation = 0.0;\n" " } else {\n" - " float spotlightFactor = pow((rho - cosHalfPhi) / (cosHalfTheta - cosHalfPhi), falloff);\n" - " attenuation = attenuation * spotlightFactor;\n" + " attenuation *= spotDirDotVP + spotDir.w;\n" /* FIXME: lightSpotFalloff */ " }\n", - i, i, i, i, i); + i); break; default: assert(false);