mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-18 02:48:28 +00:00
8134a70531
Fix some warnings (mostly printf errors)
410 lines
13 KiB
C++
410 lines
13 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <stdio.h>
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#if defined(_WIN32) && defined(_DEBUG)
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#include <windows.h>
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#endif
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#include "../ge_constants.h"
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#include "../GPUState.h"
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#include "../../Core/Config.h"
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#include "VertexShaderGenerator.h"
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// SDL 1.2 on Apple does not have support for OpenGL 3 and hence needs
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// special treatment in the shader generator.
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#ifdef __APPLE__
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#define FORCE_OPENGL_2_0
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#endif
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#undef WRITE
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static char buffer[16384];
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#define WRITE p+=sprintf
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bool CanUseHardwareTransform(int prim)
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{
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if (!g_Config.bHardwareTransform)
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return false;
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return !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES;
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}
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// prim so we can special case for RECTANGLES :(
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void ComputeVertexShaderID(VertexShaderID *id, int prim)
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{
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int doTexture = (gstate.textureMapEnable & 1) && !(gstate.clearmode & 1);
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bool hasColor = (gstate.vertType & GE_VTYPE_COL_MASK) != 0;
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bool hasNormal = (gstate.vertType & GE_VTYPE_NRM_MASK) != 0;
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bool hasBones = (gstate.vertType & GE_VTYPE_WEIGHT_MASK) != 0;
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int shadeLight0 = gstate.getUVGenMode() == 2 ? gstate.getUVLS0() : -1;
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int shadeLight1 = gstate.getUVGenMode() == 2 ? gstate.getUVLS1() : -1;
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memset(id->d, 0, sizeof(id->d));
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id->d[0] = gstate.lmode & 1;
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id->d[0] |= ((int)gstate.isModeThrough()) << 1;
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id->d[0] |= ((int)gstate.isFogEnabled()) << 2;
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id->d[0] |= doTexture << 3;
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id->d[0] |= (hasColor & 1) << 4;
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if (CanUseHardwareTransform(prim)) {
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id->d[0] |= 1 << 8;
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id->d[0] |= (hasNormal & 1) << 9;
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id->d[0] |= (hasBones & 1) << 10;
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// UV generation mode
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id->d[0] |= gstate.getUVGenMode() << 16;
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// The next bits are used differently depending on UVgen mode
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if (gstate.getUVGenMode() == 1) {
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id->d[0] |= gstate.getUVProjMode() << 18;
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} else if (gstate.getUVGenMode() == 2) {
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id->d[0] |= gstate.getUVLS0() << 18;
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id->d[0] |= gstate.getUVLS1() << 20;
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}
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// Bones
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id->d[0] |= (gstate.getNumBoneWeights() - 1) << 22;
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// Light bits
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for (int i = 0; i < 4; i++) {
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id->d[1] |= (gstate.ltype[i] & 3) << (i * 4);
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id->d[1] |= ((gstate.ltype[i] >> 8) & 3) << (i * 4 + 2);
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}
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id->d[1] |= (gstate.materialupdate & 7) << 16;
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}
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// Bits that we will need:
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// lightenable * 4
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// lighttype * 4
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// lightcomp * 4
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// uv gen:
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// mapping type
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// texshade light choices (ONLY IF uv mapping type is shade)
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}
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void WriteLight(char *p, int l) {
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// TODO
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}
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const char *boneWeightAttrDecl[8] = {
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"attribute float a_weight0123;\n",
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"attribute vec2 a_weight0123;\n",
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"attribute vec3 a_weight0123;\n",
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"attribute vec4 a_weight0123;\n",
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"attribute vec4 a_weight0123;\nattribute float a_weight4567;\n",
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"attribute vec4 a_weight0123;\nattribute vec2 a_weight4567;\n",
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"attribute vec4 a_weight0123;\nattribute vec3 a_weight4567;\n",
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"attribute vec4 a_weight0123;\nattribute vec4 a_weight4567;\n",
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};
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const char *boneWeightAttr[8] = {
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"a_weight0123.x",
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"a_weight0123.y",
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"a_weight0123.z",
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"a_weight0123.w",
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"a_weight4567.x",
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"a_weight4567.y",
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"a_weight4567.z",
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"a_weight4567.w",
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};
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enum DoLightComputation {
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LIGHT_OFF,
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LIGHT_DOTONLY,
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LIGHT_FULL,
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};
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char *GenerateVertexShader(int prim)
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{
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char *p = buffer;
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#if defined(USING_GLES2)
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WRITE(p, "precision highp float;\n");
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#elif !defined(FORCE_OPENGL_2_0)
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WRITE(p, "#version 130\n");
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#endif
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int lmode = gstate.lmode & 1;
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int doTexture = (gstate.textureMapEnable & 1) && !(gstate.clearmode & 1);
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bool hwXForm = CanUseHardwareTransform(prim);
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bool hasColor = (gstate.vertType & GE_VTYPE_COL_MASK) != 0 || !hwXForm;
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bool hasNormal = (gstate.vertType & GE_VTYPE_NRM_MASK) != 0 && hwXForm;
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DoLightComputation doLight[4] = {LIGHT_OFF, LIGHT_OFF, LIGHT_OFF, LIGHT_OFF};
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if (hwXForm) {
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int shadeLight0 = gstate.getUVGenMode() == 2 ? gstate.getUVLS0() : -1;
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int shadeLight1 = gstate.getUVGenMode() == 2 ? gstate.getUVLS1() : -1;
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for (int i = 0; i < 4; i++) {
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if (!hasNormal)
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continue;
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if (i == shadeLight0 || i == shadeLight1)
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doLight[i] = LIGHT_DOTONLY;
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if ((gstate.lightingEnable & 1) && (gstate.lightEnable[i] & 1))
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doLight[i] = LIGHT_FULL;
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}
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}
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if ((gstate.vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE) {
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WRITE(p, "%s", boneWeightAttrDecl[gstate.getNumBoneWeights() - 1]);
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}
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WRITE(p, "attribute vec3 a_position;\n");
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if (doTexture) WRITE(p, "attribute vec2 a_texcoord;\n");
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if (hasColor) {
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WRITE(p, "attribute vec4 a_color0;\n");
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if (lmode && !hwXForm) // only software transform supplies color1 as vertex data
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WRITE(p, "attribute vec3 a_color1;\n");
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}
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if (hwXForm && hasNormal)
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WRITE(p, "attribute vec3 a_normal;\n");
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if (gstate.isModeThrough()) {
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WRITE(p, "uniform mat4 u_proj_through;\n");
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} else {
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WRITE(p, "uniform mat4 u_proj;\n");
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// Add all the uniforms we'll need to transform properly.
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}
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if (hwXForm || !hasColor)
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WRITE(p, "uniform vec4 u_matambientalpha;\n"); // matambient + matalpha
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if (hwXForm) {
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// When transforming by hardware, we need a great deal more uniforms...
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WRITE(p, "uniform mat4 u_world;\n");
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WRITE(p, "uniform mat4 u_view;\n");
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if (gstate.getUVGenMode() == 0)
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WRITE(p, "uniform vec4 u_uvscaleoffset;\n");
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else if (gstate.getUVGenMode() == 1)
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WRITE(p, "uniform mat4 u_texmtx;\n");
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if ((gstate.vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE) {
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int numBones = 1 + ((gstate.vertType & GE_VTYPE_WEIGHTCOUNT_MASK) >> GE_VTYPE_WEIGHTCOUNT_SHIFT);
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for (int i = 0; i < numBones; i++) {
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WRITE(p, "uniform mat4 u_bone%i;\n", i);
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}
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}
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if (gstate.lightingEnable & 1) {
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WRITE(p, "uniform vec4 u_ambient;\n");
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if ((gstate.materialupdate & 2) == 0)
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WRITE(p, "uniform vec3 u_matdiffuse;\n");
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// if ((gstate.materialupdate & 4) == 0)
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WRITE(p, "uniform vec4 u_matspecular;\n"); // Specular coef is contained in alpha
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WRITE(p, "uniform vec3 u_matemissive;\n");
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}
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for (int i = 0; i < 4; i++) {
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if (doLight[i] != LIGHT_OFF) {
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// These are needed for dot product only (for shade mapping)
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WRITE(p, "uniform vec3 u_lightpos%i;\n", i);
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WRITE(p, "uniform vec3 u_lightdir%i;\n", i);
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WRITE(p, "uniform vec3 u_lightatt%i;\n", i);
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}
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if (doLight[i] == LIGHT_FULL) {
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// These are needed for the full thing
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WRITE(p, "uniform vec3 u_lightambient%i;\n", i);
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WRITE(p, "uniform vec3 u_lightdiffuse%i;\n", i);
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WRITE(p, "uniform vec3 u_lightspecular%i;\n", i);
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}
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}
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}
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WRITE(p, "varying vec4 v_color0;\n");
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if (lmode) WRITE(p, "varying vec3 v_color1;\n");
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if (doTexture) WRITE(p, "varying vec2 v_texcoord;\n");
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if (gstate.isFogEnabled()) WRITE(p, "varying float v_depth;\n");
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WRITE(p, "void main() {\n");
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if (!hwXForm) {
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// Simple pass-through of vertex data to fragment shader
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if (doTexture)
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WRITE(p, " v_texcoord = a_texcoord;\n");
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if (hasColor) {
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WRITE(p, " v_color0 = a_color0;\n");
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if (lmode)
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WRITE(p, " v_color1 = a_color1;\n");
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} else {
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WRITE(p, " v_color0 = u_matambientalpha;\n");
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if (lmode)
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WRITE(p, " v_color1 = vec3(0.0, 0.0, 0.0);\n");
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}
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if (gstate.isModeThrough()) {
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WRITE(p, " gl_Position = u_proj_through * vec4(a_position, 1.0);\n");
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} else {
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WRITE(p, " gl_Position = u_proj * vec4(a_position, 1.0);\n");
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}
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} else {
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// This is the real deal.
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// Step 1: World Transform / Skinning
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if ((gstate.vertType & GE_VTYPE_WEIGHT_MASK) == GE_VTYPE_WEIGHT_NONE) {
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// No skinning, just standard T&L.
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WRITE(p, " vec3 worldpos = (u_world * vec4(a_position, 1.0)).xyz;\n");
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if (hasNormal)
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WRITE(p, " vec3 worldnormal = (u_world * vec4(a_normal, 0.0)).xyz;\n");
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} else {
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WRITE(p, " vec3 worldpos = vec3(0.0, 0.0, 0.0);\n");
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if (hasNormal)
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WRITE(p, " vec3 worldnormal = vec3(0.0, 0.0, 0.0);\n");
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int numWeights = 1 + ((gstate.vertType & GE_VTYPE_WEIGHTCOUNT_MASK) >> GE_VTYPE_WEIGHTCOUNT_SHIFT);
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for (int i = 0; i < numWeights; i++) {
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const char *weightAttr = boneWeightAttr[i];
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// workaround for "cant do .x of scalar" issue
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if (numWeights == 1 && i == 0) weightAttr = "a_weight0123";
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if (numWeights == 5 && i == 4) weightAttr = "a_weight4567";
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WRITE(p, " worldpos += %s * (u_bone%i * vec4(a_position, 1.0)).xyz;\n", weightAttr, i);
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if (hasNormal)
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WRITE(p, " worldnormal += %s * (u_bone%i * vec4(a_normal, 0.0)).xyz;\n", weightAttr, i);
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}
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// Finally, multiply by world matrix (yes, we have to).
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WRITE(p, " worldpos = (u_world * vec4(worldpos, 1.0)).xyz;\n");
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if (hasNormal)
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WRITE(p, " worldnormal = (u_world * vec4(worldnormal, 0.0)).xyz;\n");
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}
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if (hasNormal)
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WRITE(p, " worldnormal = normalize(worldnormal);\n");
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// Step 2: Color/Lighting
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if (hasColor) {
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WRITE(p, " vec3 unlitColor = a_color0.rgb;\n");
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} else {
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WRITE(p, " vec3 unlitColor = vec3(1.0, 1.0, 1.0);\n");
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}
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// TODO: Declare variables for dots for shade mapping if needed.
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const char *ambient = (gstate.materialupdate & 1) ? "unlitColor" : "u_matambientalpha.rgb";
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const char *diffuse = (gstate.materialupdate & 2) ? "unlitColor" : "u_matdiffuse";
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const char *specular = (gstate.materialupdate & 4) ? "unlitColor" : "u_matspecular";
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if (gstate.lightingEnable & 1) {
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WRITE(p, " vec4 lightSum0 = vec4(0.0);\n");
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WRITE(p, " vec3 lightSum1 = vec3(0.0);\n");
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}
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// Calculate lights if needed. If shade mapping is enabled, lights may need to be
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// at least partially calculated
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for (int i = 0; i < 4; i++) {
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if (doLight[i] == LIGHT_OFF)
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continue;
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GELightComputation comp = (GELightComputation)(gstate.ltype[i] & 3);
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GELightType type = (GELightType)((gstate.ltype[i] >> 8) & 3);
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if (type == GE_LIGHTTYPE_DIRECTIONAL)
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WRITE(p, " vec3 toLight%i = u_lightpos%i;\n", i, i);
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else
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WRITE(p, " vec3 toLight%i = u_lightpos%i - worldpos;\n", i, i);
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bool doSpecular = (comp != GE_LIGHTCOMP_ONLYDIFFUSE);
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bool poweredDiffuse = comp == GE_LIGHTCOMP_BOTHWITHPOWDIFFUSE;
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WRITE(p, " float dot%i = dot(normalize(toLight%i), worldnormal);\n", i, i);
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if (poweredDiffuse) {
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WRITE(p, " dot%i = pow(dot%i, u_matspecular.a);\n", i, i);
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}
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if (doLight[i] == LIGHT_DOTONLY)
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continue; // Actually, might want specular dot.... TODO
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WRITE(p, " float lightScale%i = 1.0;\n", i);
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if (type != GE_LIGHTTYPE_DIRECTIONAL) {
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// Attenuation
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WRITE(p, " float distance%i = length(toLight%i);\n", i, i);
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WRITE(p, " lightScale%i = 1.0 / dot(u_lightatt%i, vec3(1.0, distance%i, distance%i*distance%i));\n", i, i, i, i, i);
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WRITE(p, " if (lightScale%i > 1.0) lightScale%i = 1.0;\n", i, i);
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}
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WRITE(p, " vec3 diffuse%i = (u_lightdiffuse%i * %s) * (max(dot%i, 0.0) * lightScale%i);\n", i, i, diffuse, i, i);
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if (doSpecular) {
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WRITE(p, " vec3 halfVec%i = normalize(normalize(toLight%i) + vec3(0, 0, 1));\n", i, i);
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WRITE(p, " dot%i = dot(halfVec%i, worldnormal);\n", i, i);
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WRITE(p, " if (dot%i > 0.0)\n", i);
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WRITE(p, " lightSum1 += u_lightspecular%i * %s * (pow(dot%i, u_matspecular.a) * (dot%i * lightScale%i));\n", i, specular, i, i, i);
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}
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WRITE(p, " lightSum0 += vec4(u_lightambient%i + diffuse%i, 0.0);\n", i, i);
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}
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if (gstate.lightingEnable & 1) {
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// Sum up ambient, emissive here.
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WRITE(p, " v_color0 = lightSum0 + u_ambient * vec4(%s, 1.0) + vec4(u_matemissive, 0.0);\n", ambient);
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if (lmode) {
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WRITE(p, " v_color1 = lightSum1;\n");
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} else {
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WRITE(p, " v_color0 += vec4(lightSum1, 0.0);\n");
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}
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} else {
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// Lighting doesn't affect color.
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if (hasColor) {
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WRITE(p, " v_color0 = a_color0;\n");
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} else {
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WRITE(p, " v_color0 = u_matambientalpha;\n");
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}
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if (lmode)
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WRITE(p, " v_color1 = vec3(0.0, 0.0, 0.0);\n");
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}
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// Step 3: UV generation
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if (doTexture) {
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switch (gstate.getUVGenMode()) {
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case 0: // Scale-offset. Easy.
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WRITE(p, " v_texcoord = a_texcoord * u_uvscaleoffset.xy + u_uvscaleoffset.zw;\n");
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break;
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case 1: // Projection mapping.
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switch (gstate.getUVProjMode()) {
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case 0: // Use model space XYZ as source
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WRITE(p, " vec3 temp_tc = a_position;\n");
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break;
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case 1: // Use unscaled UV as source
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WRITE(p, " vec3 temp_tc = vec3(a_texcoord.xy, 0.0);\n");
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break;
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case 2: // Use normalized transformed normal as source
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WRITE(p, " vec3 temp_tc = normalize(worldnormal);\n");
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break;
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case 3: // Use non-normalized transformed normal as source
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WRITE(p, " vec3 temp_tc = worldnormal;\n");
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break;
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}
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// Transform by texture matrix
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WRITE(p, " v_texcoord = (u_texmtx * vec4(temp_tc, 1.0)).xy;\n");
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break;
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case 2: // Shade mapping - use dots from light sources.
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WRITE(p, " v_texcoord = vec2(dot%i, dot%i);\n", gstate.getUVLS0(), gstate.getUVLS1());
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break;
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case 3:
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// ILLEGAL
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break;
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}
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}
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// Step 4: Final view and projection transforms.
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WRITE(p, " gl_Position = u_proj * (u_view * vec4(worldpos, 1.0));\n");
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}
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if (gstate.isFogEnabled())
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WRITE(p, " v_depth = gl_Position.z;\n");
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WRITE(p, "}\n");
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// DEBUG_LOG(HLE, "\n%s", buffer);
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#if defined(_WIN32) && defined(_DEBUG)
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OutputDebugString(buffer);
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#endif
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return buffer;
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}
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