mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-18 02:48:28 +00:00
853 lines
30 KiB
C++
853 lines
30 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 <cstdio>
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#include <cstdlib>
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#include <locale.h>
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#include "gfx_es2/gpu_features.h"
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#if defined(_WIN32) && defined(_DEBUG)
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#include "Common/CommonWindows.h"
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#endif
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#include "base/stringutil.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUState.h"
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#include "Core/Config.h"
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#include "GPU/GLES/VertexShaderGeneratorGLES.h"
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#include "GPU/GLES/ShaderManagerGLES.h"
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#include "GPU/Common/ShaderId.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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#undef WRITE
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#define WRITE p+=sprintf
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static const char * const boneWeightAttrDecl[9] = {
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"#ERROR#",
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"attribute mediump float w1;\n",
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"attribute mediump vec2 w1;\n",
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"attribute mediump vec3 w1;\n",
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"attribute mediump vec4 w1;\n",
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"attribute mediump vec4 w1;\nattribute mediump float w2;\n",
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"attribute mediump vec4 w1;\nattribute mediump vec2 w2;\n",
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"attribute mediump vec4 w1;\nattribute mediump vec3 w2;\n",
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"attribute mediump vec4 w1, w2;\n",
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};
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static const char * const boneWeightInDecl[9] = {
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"#ERROR#",
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"in mediump float w1;\n",
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"in mediump vec2 w1;\n",
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"in mediump vec3 w1;\n",
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"in mediump vec4 w1;\n",
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"in mediump vec4 w1;\nin mediump float w2;\n",
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"in mediump vec4 w1;\nin mediump vec2 w2;\n",
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"in mediump vec4 w1;\nin mediump vec3 w2;\n",
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"in mediump vec4 w1, w2;\n",
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};
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enum DoLightComputation {
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LIGHT_OFF,
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LIGHT_SHADE,
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LIGHT_FULL,
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};
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// Depth range and viewport
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//
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// After the multiplication with the projection matrix, we have a 4D vector in clip space.
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// In OpenGL, Z is from -1 to 1, while in D3D, Z is from 0 to 1.
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// PSP appears to use the OpenGL convention. As Z is from -1 to 1, and the viewport is represented
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// by a center and a scale, to find the final Z value, all we need to do is to multiply by ZScale and
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// add ZCenter - these are properly scaled to directly give a Z value in [0, 65535].
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//
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// z = vec.z * ViewportZScale + ViewportZCenter;
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//
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// That will give us the final value between 0 and 65535, which we can simply floor to simulate
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// the limited precision of the PSP's depth buffer. Then we convert it back:
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// z = floor(z);
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//
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// vec.z = (z - ViewportZCenter) / ViewportZScale;
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//
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// Now, the regular machinery will take over and do the calculation again.
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//
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// Depth is not clipped to the viewport, but does clip to "minz" and "maxz". It may also be clamped
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// to 0 and 65535 if a depth clamping/clipping flag is set (x/y clipping is performed only if depth
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// needs to be clamped.)
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//
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// All this above is for full transform mode.
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// In through mode, the Z coordinate just goes straight through and there is no perspective division.
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// We simulate this of course with pretty much an identity matrix. Rounding Z becomes very easy.
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//
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// TODO: Skip all this if we can actually get a 16-bit depth buffer along with stencil, which
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// is a bit of a rare configuration, although quite common on mobile.
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void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask, uint64_t *uniformMask) {
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char *p = buffer;
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*attrMask = 0;
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*uniformMask = 0;
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// #define USE_FOR_LOOP
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// In GLSL ES 3.0, you use "out" variables instead.
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bool glslES30 = false;
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const char *varying = "varying";
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const char *attribute = "attribute";
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const char * const * boneWeightDecl = boneWeightAttrDecl;
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const char *texelFetch = NULL;
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bool highpFog = false;
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bool highpTexcoord = false;
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if (gl_extensions.IsGLES) {
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if (gstate_c.Supports(GPU_SUPPORTS_GLSL_ES_300)) {
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WRITE(p, "#version 300 es\n");
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glslES30 = true;
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texelFetch = "texelFetch";
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} else {
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WRITE(p, "#version 100\n"); // GLSL ES 1.0
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if (gl_extensions.EXT_gpu_shader4) {
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WRITE(p, "#extension GL_EXT_gpu_shader4 : enable\n");
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texelFetch = "texelFetch2D";
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}
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}
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WRITE(p, "precision highp float;\n");
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// PowerVR needs highp to do the fog in MHU correctly.
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// Others don't, and some can't handle highp in the fragment shader.
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highpFog = (gl_extensions.bugs & BUG_PVR_SHADER_PRECISION_BAD) ? true : false;
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highpTexcoord = highpFog;
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} else {
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if (!gl_extensions.ForceGL2 || gl_extensions.IsCoreContext) {
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if (gl_extensions.VersionGEThan(3, 3, 0)) {
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glslES30 = true;
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WRITE(p, "#version 330\n");
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texelFetch = "texelFetch";
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} else if (gl_extensions.VersionGEThan(3, 0, 0)) {
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WRITE(p, "#version 130\n");
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if (gl_extensions.EXT_gpu_shader4) {
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WRITE(p, "#extension GL_EXT_gpu_shader4 : enable\n");
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texelFetch = "texelFetch";
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}
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} else {
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WRITE(p, "#version 110\n");
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if (gl_extensions.EXT_gpu_shader4) {
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WRITE(p, "#extension GL_EXT_gpu_shader4 : enable\n");
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texelFetch = "texelFetch2D";
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}
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}
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}
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// We remove these everywhere - GL4, GL3, Mac-forced-GL2, etc.
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WRITE(p, "#define lowp\n");
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WRITE(p, "#define mediump\n");
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WRITE(p, "#define highp\n");
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}
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if (glslES30 || gl_extensions.IsCoreContext) {
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attribute = "in";
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varying = "out";
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boneWeightDecl = boneWeightInDecl;
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}
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bool isModeThrough = id.Bit(VS_BIT_IS_THROUGH);
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bool lmode = id.Bit(VS_BIT_LMODE);
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bool doTexture = id.Bit(VS_BIT_DO_TEXTURE);
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bool doTextureProjection = id.Bit(VS_BIT_DO_TEXTURE_TRANSFORM);
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GETexMapMode uvGenMode = static_cast<GETexMapMode>(id.Bits(VS_BIT_UVGEN_MODE, 2));
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// this is only valid for some settings of uvGenMode
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GETexProjMapMode uvProjMode = static_cast<GETexProjMapMode>(id.Bits(VS_BIT_UVPROJ_MODE, 2));
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bool doShadeMapping = uvGenMode == GE_TEXMAP_ENVIRONMENT_MAP;
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bool doFlatShading = id.Bit(VS_BIT_FLATSHADE);
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bool useHWTransform = id.Bit(VS_BIT_USE_HW_TRANSFORM);
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bool hasColor = id.Bit(VS_BIT_HAS_COLOR) || !useHWTransform;
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bool hasNormal = id.Bit(VS_BIT_HAS_NORMAL) && useHWTransform;
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bool hasTexcoord = id.Bit(VS_BIT_HAS_TEXCOORD) || !useHWTransform;
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bool enableFog = id.Bit(VS_BIT_ENABLE_FOG);
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bool flipNormal = id.Bit(VS_BIT_NORM_REVERSE);
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int ls0 = id.Bits(VS_BIT_LS0, 2);
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int ls1 = id.Bits(VS_BIT_LS1, 2);
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bool enableBones = id.Bit(VS_BIT_ENABLE_BONES);
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bool enableLighting = id.Bit(VS_BIT_LIGHTING_ENABLE);
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int matUpdate = id.Bits(VS_BIT_MATERIAL_UPDATE, 3);
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bool doBezier = id.Bit(VS_BIT_BEZIER);
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bool doSpline = id.Bit(VS_BIT_SPLINE);
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bool hasColorTess = id.Bit(VS_BIT_HAS_COLOR_TESS);
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bool hasTexcoordTess = id.Bit(VS_BIT_HAS_TEXCOORD_TESS);
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bool hasNormalTess = id.Bit(VS_BIT_HAS_NORMAL_TESS);
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bool flipNormalTess = id.Bit(VS_BIT_NORM_REVERSE_TESS);
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const char *shading = "";
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if (glslES30)
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shading = doFlatShading ? "flat " : "";
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DoLightComputation doLight[4] = { LIGHT_OFF, LIGHT_OFF, LIGHT_OFF, LIGHT_OFF };
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if (useHWTransform) {
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int shadeLight0 = doShadeMapping ? ls0 : -1;
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int shadeLight1 = doShadeMapping ? ls1 : -1;
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for (int i = 0; i < 4; i++) {
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if (i == shadeLight0 || i == shadeLight1)
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doLight[i] = LIGHT_SHADE;
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if (enableLighting && id.Bit(VS_BIT_LIGHT0_ENABLE + i))
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doLight[i] = LIGHT_FULL;
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}
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}
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int numBoneWeights = 0;
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int boneWeightScale = id.Bits(VS_BIT_WEIGHT_FMTSCALE, 2);
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if (enableBones) {
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numBoneWeights = 1 + id.Bits(VS_BIT_BONES, 3);
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WRITE(p, "%s", boneWeightDecl[numBoneWeights]);
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*attrMask |= 1 << ATTR_W1;
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if (numBoneWeights >= 5)
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*attrMask |= 1 << ATTR_W2;
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}
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if (useHWTransform)
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WRITE(p, "%s vec3 position;\n", attribute);
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else
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WRITE(p, "%s vec4 position;\n", attribute); // need to pass the fog coord in w
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*attrMask |= 1 << ATTR_POSITION;
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if (useHWTransform && hasNormal) {
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WRITE(p, "%s mediump vec3 normal;\n", attribute);
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*attrMask |= 1 << ATTR_NORMAL;
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}
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bool texcoordVec3In = false;
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if (doTexture && hasTexcoord) {
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if (!useHWTransform && doTextureProjection && !isModeThrough) {
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WRITE(p, "%s vec3 texcoord;\n", attribute);
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texcoordVec3In = true;
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} else {
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WRITE(p, "%s vec2 texcoord;\n", attribute);
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}
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*attrMask |= 1 << ATTR_TEXCOORD;
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}
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if (hasColor) {
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WRITE(p, "%s lowp vec4 color0;\n", attribute);
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*attrMask |= 1 << ATTR_COLOR0;
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if (lmode && !useHWTransform) { // only software transform supplies color1 as vertex data
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WRITE(p, "%s lowp vec3 color1;\n", attribute);
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*attrMask |= 1 << ATTR_COLOR1;
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}
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}
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if (isModeThrough) {
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WRITE(p, "uniform mat4 u_proj_through;\n");
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*uniformMask |= DIRTY_PROJTHROUGHMATRIX;
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} else {
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WRITE(p, "uniform mat4 u_proj;\n");
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*uniformMask |= DIRTY_PROJMATRIX;
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// Add all the uniforms we'll need to transform properly.
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}
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bool scaleUV = !isModeThrough && (uvGenMode == GE_TEXMAP_TEXTURE_COORDS || uvGenMode == GE_TEXMAP_UNKNOWN);
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if (useHWTransform) {
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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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*uniformMask |= DIRTY_WORLDMATRIX | DIRTY_VIEWMATRIX;
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if (doTextureProjection) {
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WRITE(p, "uniform mediump mat4 u_texmtx;\n");
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*uniformMask |= DIRTY_TEXMATRIX;
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}
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if (enableBones) {
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#ifdef USE_BONE_ARRAY
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WRITE(p, "uniform mediump mat4 u_bone[%i];\n", numBoneWeights);
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*uniformMask |= DIRTY_BONE_UNIFORMS;
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#else
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for (int i = 0; i < numBoneWeights; i++) {
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WRITE(p, "uniform mat4 u_bone%i;\n", i);
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*uniformMask |= DIRTY_BONEMATRIX0 << i;
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}
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#endif
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}
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if (doTexture) {
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WRITE(p, "uniform vec4 u_uvscaleoffset;\n");
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*uniformMask |= DIRTY_UVSCALEOFFSET;
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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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// This is needed for shade mapping
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WRITE(p, "uniform vec3 u_lightpos%i;\n", i);
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*uniformMask |= DIRTY_LIGHT0 << i;
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}
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if (doLight[i] == LIGHT_FULL) {
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*uniformMask |= DIRTY_LIGHT0 << i;
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GELightType type = static_cast<GELightType>(id.Bits(VS_BIT_LIGHT0_TYPE + 4 * i, 2));
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GELightComputation comp = static_cast<GELightComputation>(id.Bits(VS_BIT_LIGHT0_COMP + 4 * i, 2));
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if (type != GE_LIGHTTYPE_DIRECTIONAL)
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WRITE(p, "uniform mediump vec3 u_lightatt%i;\n", i);
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if (type == GE_LIGHTTYPE_SPOT || type == GE_LIGHTTYPE_UNKNOWN) {
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WRITE(p, "uniform mediump vec3 u_lightdir%i;\n", i);
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WRITE(p, "uniform mediump vec2 u_lightangle_spotCoef%i;\n", i);
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}
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WRITE(p, "uniform lowp vec3 u_lightambient%i;\n", i);
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WRITE(p, "uniform lowp vec3 u_lightdiffuse%i;\n", i);
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if (comp == GE_LIGHTCOMP_BOTH) {
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WRITE(p, "uniform lowp vec3 u_lightspecular%i;\n", i);
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}
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}
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}
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if (enableLighting) {
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WRITE(p, "uniform lowp vec4 u_ambient;\n");
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*uniformMask |= DIRTY_AMBIENT;
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if ((matUpdate & 2) == 0 || !hasColor) {
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WRITE(p, "uniform lowp vec3 u_matdiffuse;\n");
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*uniformMask |= DIRTY_MATDIFFUSE;
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}
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WRITE(p, "uniform lowp vec4 u_matspecular;\n"); // Specular coef is contained in alpha
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WRITE(p, "uniform lowp vec3 u_matemissive;\n");
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*uniformMask |= DIRTY_MATSPECULAR | DIRTY_MATEMISSIVE;
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}
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}
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if (useHWTransform || !hasColor) {
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WRITE(p, "uniform lowp vec4 u_matambientalpha;\n"); // matambient + matalpha
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*uniformMask |= DIRTY_MATAMBIENTALPHA;
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}
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if (enableFog) {
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WRITE(p, "uniform highp vec2 u_fogcoef;\n");
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*uniformMask |= DIRTY_FOGCOEF;
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}
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if (!isModeThrough && gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
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WRITE(p, "uniform highp vec4 u_depthRange;\n");
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*uniformMask |= DIRTY_DEPTHRANGE;
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}
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if (!isModeThrough) {
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WRITE(p, "uniform highp vec4 u_cullRangeMin;\n");
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WRITE(p, "uniform highp vec4 u_cullRangeMax;\n");
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*uniformMask |= DIRTY_CULLRANGE;
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}
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WRITE(p, "%s%s lowp vec4 v_color0;\n", shading, varying);
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if (lmode) {
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WRITE(p, "%s%s lowp vec3 v_color1;\n", shading, varying);
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}
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if (doTexture) {
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WRITE(p, "%s %s vec3 v_texcoord;\n", varying, highpTexcoord ? "highp" : "mediump");
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}
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if (enableFog) {
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// See the fragment shader generator
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if (highpFog) {
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WRITE(p, "%s highp float v_fogdepth;\n", varying);
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} else {
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WRITE(p, "%s mediump float v_fogdepth;\n", varying);
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}
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}
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// See comment above this function (GenerateVertexShader).
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if (!isModeThrough && gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
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// Apply the projection and viewport to get the Z buffer value, floor to integer, undo the viewport and projection.
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WRITE(p, "\nvec4 depthRoundZVP(vec4 v) {\n");
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WRITE(p, " float z = v.z / v.w;\n");
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WRITE(p, " z = z * u_depthRange.x + u_depthRange.y;\n");
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WRITE(p, " z = floor(z);\n");
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WRITE(p, " z = (z - u_depthRange.z) * u_depthRange.w;\n");
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WRITE(p, " return vec4(v.x, v.y, z * v.w, v.w);\n");
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WRITE(p, "}\n\n");
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}
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// Hardware tessellation
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if (doBezier || doSpline) {
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*uniformMask |= DIRTY_BEZIERSPLINE;
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WRITE(p, "uniform sampler2D u_tess_points;\n"); // Control Points
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WRITE(p, "uniform sampler2D u_tess_weights_u;\n");
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WRITE(p, "uniform sampler2D u_tess_weights_v;\n");
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WRITE(p, "uniform int u_spline_counts;\n");
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for (int i = 2; i <= 4; i++) {
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// Define 3 types vec2, vec3, vec4
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WRITE(p, "vec%d tess_sample(in vec%d points[16], mat4 weights) {\n", i, i);
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WRITE(p, " vec%d pos = vec%d(0.0);\n", i, i);
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for (int v = 0; v < 4; ++v) {
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for (int u = 0; u < 4; ++u) {
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WRITE(p, " pos += weights[%i][%i] * points[%i];\n", v, u, v * 4 + u);
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}
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}
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WRITE(p, " return pos;\n");
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WRITE(p, "}\n");
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}
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if (!gl_extensions.VersionGEThan(3, 0, 0)) { // For glsl version 1.10
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WRITE(p, "mat4 outerProduct(vec4 u, vec4 v) {\n");
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WRITE(p, " return mat4(u * v[0], u * v[1], u * v[2], u * v[3]);\n");
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WRITE(p, "}\n");
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}
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WRITE(p, "struct Tess {\n");
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WRITE(p, " vec3 pos;\n");
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if (doTexture)
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WRITE(p, " vec2 tex;\n");
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WRITE(p, " vec4 col;\n");
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if (hasNormalTess)
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WRITE(p, " vec3 nrm;\n");
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WRITE(p, "};\n");
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WRITE(p, "void tessellate(out Tess tess) {\n");
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WRITE(p, " ivec2 point_pos = ivec2(position.z, normal.z)%s;\n", doBezier ? " * 3" : "");
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WRITE(p, " ivec2 weight_idx = ivec2(position.xy);\n");
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// Load 4x4 control points
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WRITE(p, " vec3 _pos[16];\n");
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WRITE(p, " vec2 _tex[16];\n");
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WRITE(p, " vec4 _col[16];\n");
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|
WRITE(p, " int index_u, index_v;\n");
|
|
for (int i = 0; i < 4; i++) {
|
|
for (int j = 0; j < 4; j++) {
|
|
WRITE(p, " index_u = (%i + point_pos.x);\n", j);
|
|
WRITE(p, " index_v = (%i + point_pos.y);\n", i);
|
|
WRITE(p, " _pos[%i] = %s(u_tess_points, ivec2(index_u, index_v), 0).xyz;\n", i * 4 + j, texelFetch);
|
|
if (doTexture && hasTexcoordTess)
|
|
WRITE(p, " _tex[%i] = %s(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy;\n", i * 4 + j, texelFetch);
|
|
if (hasColorTess)
|
|
WRITE(p, " _col[%i] = %s(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba;\n", i * 4 + j, texelFetch);
|
|
}
|
|
}
|
|
|
|
// Basis polynomials as weight coefficients
|
|
WRITE(p, " vec4 basis_u = %s(u_tess_weights_u, %s, 0);\n", texelFetch, "ivec2(weight_idx.x * 2, 0)");
|
|
WRITE(p, " vec4 basis_v = %s(u_tess_weights_v, %s, 0);\n", texelFetch, "ivec2(weight_idx.y * 2, 0)");
|
|
WRITE(p, " mat4 basis = outerProduct(basis_u, basis_v);\n");
|
|
|
|
// Tessellate
|
|
WRITE(p, " tess.pos = tess_sample(_pos, basis);\n");
|
|
if (doTexture) {
|
|
if (hasTexcoordTess)
|
|
WRITE(p, " tess.tex = tess_sample(_tex, basis);\n");
|
|
else
|
|
WRITE(p, " tess.tex = normal.xy;\n");
|
|
}
|
|
if (hasColorTess)
|
|
WRITE(p, " tess.col = tess_sample(_col, basis);\n");
|
|
else
|
|
WRITE(p, " tess.col = u_matambientalpha;\n");
|
|
if (hasNormalTess) {
|
|
// Derivatives as weight coefficients
|
|
WRITE(p, " vec4 deriv_u = %s(u_tess_weights_u, %s, 0);\n", texelFetch, "ivec2(weight_idx.x * 2 + 1, 0)");
|
|
WRITE(p, " vec4 deriv_v = %s(u_tess_weights_v, %s, 0);\n", texelFetch, "ivec2(weight_idx.y * 2 + 1, 0)");
|
|
|
|
WRITE(p, " vec3 du = tess_sample(_pos, outerProduct(deriv_u, basis_v));\n");
|
|
WRITE(p, " vec3 dv = tess_sample(_pos, outerProduct(basis_u, deriv_v));\n");
|
|
WRITE(p, " tess.nrm = normalize(cross(du, dv));\n");
|
|
}
|
|
WRITE(p, "}\n");
|
|
}
|
|
|
|
WRITE(p, "void main() {\n");
|
|
|
|
if (!useHWTransform) {
|
|
// Simple pass-through of vertex data to fragment shader
|
|
if (doTexture) {
|
|
if (texcoordVec3In) {
|
|
WRITE(p, " v_texcoord = texcoord;\n");
|
|
} else {
|
|
WRITE(p, " v_texcoord = vec3(texcoord, 1.0);\n");
|
|
}
|
|
}
|
|
if (hasColor) {
|
|
WRITE(p, " v_color0 = color0;\n");
|
|
if (lmode)
|
|
WRITE(p, " v_color1 = color1;\n");
|
|
} else {
|
|
WRITE(p, " v_color0 = u_matambientalpha;\n");
|
|
if (lmode)
|
|
WRITE(p, " v_color1 = vec3(0.0);\n");
|
|
}
|
|
if (enableFog) {
|
|
WRITE(p, " v_fogdepth = position.w;\n");
|
|
}
|
|
if (isModeThrough) {
|
|
WRITE(p, " vec4 outPos = u_proj_through * vec4(position.xyz, 1.0);\n");
|
|
} else {
|
|
// The viewport is used in this case, so need to compensate for that.
|
|
if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
|
|
WRITE(p, " vec4 outPos = depthRoundZVP(u_proj * vec4(position.xyz, 1.0));\n");
|
|
} else {
|
|
WRITE(p, " vec4 outPos = u_proj * vec4(position.xyz, 1.0);\n");
|
|
}
|
|
}
|
|
} else {
|
|
// Step 1: World Transform / Skinning
|
|
if (!enableBones) {
|
|
if (doBezier || doSpline) {
|
|
// Hardware tessellation
|
|
WRITE(p, " Tess tess;\n");
|
|
WRITE(p, " tessellate(tess);\n");
|
|
|
|
WRITE(p, " vec3 worldpos = (u_world * vec4(tess.pos.xyz, 1.0)).xyz;\n");
|
|
if (hasNormalTess) {
|
|
WRITE(p, " mediump vec3 worldnormal = normalize((u_world * vec4(%stess.nrm, 0.0)).xyz);\n", flipNormalTess ? "-" : "");
|
|
} else {
|
|
WRITE(p, " mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);\n");
|
|
}
|
|
} else {
|
|
// No skinning, just standard T&L.
|
|
WRITE(p, " vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;\n");
|
|
if (hasNormal)
|
|
WRITE(p, " mediump vec3 worldnormal = normalize((u_world * vec4(%snormal, 0.0)).xyz);\n", flipNormal ? "-" : "");
|
|
else
|
|
WRITE(p, " mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);\n");
|
|
}
|
|
} else {
|
|
static const char *rescale[4] = {"", " * 1.9921875", " * 1.999969482421875", ""}; // 2*127.5f/128.f, 2*32767.5f/32768.f, 1.0f};
|
|
const char *factor = rescale[boneWeightScale];
|
|
|
|
static const char * const boneWeightAttr[8] = {
|
|
"w1.x", "w1.y", "w1.z", "w1.w",
|
|
"w2.x", "w2.y", "w2.z", "w2.w",
|
|
};
|
|
|
|
#if defined(USE_FOR_LOOP) && defined(USE_BONE_ARRAY)
|
|
|
|
// To loop through the weights, we unfortunately need to put them in a float array.
|
|
// GLSL ES sucks - no way to directly initialize an array!
|
|
switch (numBoneWeights) {
|
|
case 1: WRITE(p, " float w[1]; w[0] = w1;\n"); break;
|
|
case 2: WRITE(p, " float w[2]; w[0] = w1.x; w[1] = w1.y;\n"); break;
|
|
case 3: WRITE(p, " float w[3]; w[0] = w1.x; w[1] = w1.y; w[2] = w1.z;\n"); break;
|
|
case 4: WRITE(p, " float w[4]; w[0] = w1.x; w[1] = w1.y; w[2] = w1.z; w[3] = w1.w;\n"); break;
|
|
case 5: WRITE(p, " float w[5]; w[0] = w1.x; w[1] = w1.y; w[2] = w1.z; w[3] = w1.w; w[4] = w2;\n"); break;
|
|
case 6: WRITE(p, " float w[6]; w[0] = w1.x; w[1] = w1.y; w[2] = w1.z; w[3] = w1.w; w[4] = w2.x; w[5] = w2.y;\n"); break;
|
|
case 7: WRITE(p, " float w[7]; w[0] = w1.x; w[1] = w1.y; w[2] = w1.z; w[3] = w1.w; w[4] = w2.x; w[5] = w2.y; w[6] = w2.z;\n"); break;
|
|
case 8: WRITE(p, " float w[8]; w[0] = w1.x; w[1] = w1.y; w[2] = w1.z; w[3] = w1.w; w[4] = w2.x; w[5] = w2.y; w[6] = w2.z; w[7] = w2.w;\n"); break;
|
|
}
|
|
|
|
WRITE(p, " mat4 skinMatrix = w[0] * u_bone[0];\n");
|
|
if (numBoneWeights > 1) {
|
|
WRITE(p, " for (int i = 1; i < %i; i++) {\n", numBoneWeights);
|
|
WRITE(p, " skinMatrix += w[i] * u_bone[i];\n");
|
|
WRITE(p, " }\n");
|
|
}
|
|
|
|
#else
|
|
|
|
#ifdef USE_BONE_ARRAY
|
|
if (numBoneWeights == 1)
|
|
WRITE(p, " mat4 skinMatrix = w1 * u_bone[0]");
|
|
else
|
|
WRITE(p, " mat4 skinMatrix = w1.x * u_bone[0]");
|
|
for (int i = 1; i < numBoneWeights; i++) {
|
|
const char *weightAttr = boneWeightAttr[i];
|
|
// workaround for "cant do .x of scalar" issue
|
|
if (numBoneWeights == 1 && i == 0) weightAttr = "w1";
|
|
if (numBoneWeights == 5 && i == 4) weightAttr = "w2";
|
|
WRITE(p, " + %s * u_bone[%i]", weightAttr, i);
|
|
}
|
|
#else
|
|
// Uncomment this to screw up bone shaders to check the vertex shader software fallback
|
|
// WRITE(p, "THIS SHOULD ERROR! #error");
|
|
if (numBoneWeights == 1)
|
|
WRITE(p, " mat4 skinMatrix = w1 * u_bone0");
|
|
else
|
|
WRITE(p, " mat4 skinMatrix = w1.x * u_bone0");
|
|
for (int i = 1; i < numBoneWeights; i++) {
|
|
const char *weightAttr = boneWeightAttr[i];
|
|
// workaround for "cant do .x of scalar" issue
|
|
if (numBoneWeights == 1 && i == 0) weightAttr = "w1";
|
|
if (numBoneWeights == 5 && i == 4) weightAttr = "w2";
|
|
WRITE(p, " + %s * u_bone%i", weightAttr, i);
|
|
}
|
|
#endif
|
|
|
|
#endif
|
|
|
|
WRITE(p, ";\n");
|
|
|
|
// Trying to simplify this results in bugs in LBP...
|
|
WRITE(p, " vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz %s;\n", factor);
|
|
WRITE(p, " vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;\n");
|
|
|
|
if (hasNormal) {
|
|
WRITE(p, " mediump vec3 skinnednormal = (skinMatrix * vec4(%snormal, 0.0)).xyz %s;\n", flipNormal ? "-" : "", factor);
|
|
} else {
|
|
WRITE(p, " mediump vec3 skinnednormal = (skinMatrix * vec4(0.0, 0.0, %s1.0, 0.0)).xyz %s;\n", flipNormal ? "-" : "", factor);
|
|
}
|
|
WRITE(p, " mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);\n");
|
|
}
|
|
|
|
WRITE(p, " vec4 viewPos = u_view * vec4(worldpos, 1.0);\n");
|
|
|
|
// Final view and projection transforms.
|
|
if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
|
|
WRITE(p, " vec4 outPos = depthRoundZVP(u_proj * viewPos);\n");
|
|
} else {
|
|
WRITE(p, " vec4 outPos = u_proj * viewPos;\n");
|
|
}
|
|
|
|
// TODO: Declare variables for dots for shade mapping if needed.
|
|
|
|
const char *ambientStr = (matUpdate & 1) && hasColor ? "color0" : "u_matambientalpha";
|
|
const char *diffuseStr = (matUpdate & 2) && hasColor ? "color0.rgb" : "u_matdiffuse";
|
|
const char *specularStr = (matUpdate & 4) && hasColor ? "color0.rgb" : "u_matspecular.rgb";
|
|
if (doBezier || doSpline) {
|
|
// TODO: Probably, should use hasColorTess but FF4 has a problem with drawing the background.
|
|
ambientStr = (matUpdate & 1) && hasColor ? "tess.col" : "u_matambientalpha";
|
|
diffuseStr = (matUpdate & 2) && hasColor ? "tess.col.rgb" : "u_matdiffuse";
|
|
specularStr = (matUpdate & 4) && hasColor ? "tess.col.rgb" : "u_matspecular.rgb";
|
|
}
|
|
|
|
bool diffuseIsZero = true;
|
|
bool specularIsZero = true;
|
|
bool distanceNeeded = false;
|
|
bool anySpots = false;
|
|
if (enableLighting) {
|
|
WRITE(p, " lowp vec4 lightSum0 = u_ambient * %s + vec4(u_matemissive, 0.0);\n", ambientStr);
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
GELightType type = static_cast<GELightType>(id.Bits(VS_BIT_LIGHT0_TYPE + 4*i, 2));
|
|
GELightComputation comp = static_cast<GELightComputation>(id.Bits(VS_BIT_LIGHT0_COMP + 4*i, 2));
|
|
if (doLight[i] != LIGHT_FULL)
|
|
continue;
|
|
diffuseIsZero = false;
|
|
if (comp == GE_LIGHTCOMP_BOTH)
|
|
specularIsZero = false;
|
|
if (type != GE_LIGHTTYPE_DIRECTIONAL)
|
|
distanceNeeded = true;
|
|
if (type == GE_LIGHTTYPE_SPOT || type == GE_LIGHTTYPE_UNKNOWN)
|
|
anySpots = true;
|
|
}
|
|
|
|
if (!specularIsZero) {
|
|
WRITE(p, " lowp vec3 lightSum1 = vec3(0.0);\n");
|
|
}
|
|
if (!diffuseIsZero) {
|
|
WRITE(p, " vec3 toLight;\n");
|
|
WRITE(p, " lowp vec3 diffuse;\n");
|
|
}
|
|
if (distanceNeeded) {
|
|
WRITE(p, " float distance;\n");
|
|
WRITE(p, " lowp float lightScale;\n");
|
|
}
|
|
WRITE(p, " mediump float ldot;\n");
|
|
if (anySpots) {
|
|
WRITE(p, " lowp float angle;\n");
|
|
}
|
|
}
|
|
|
|
// Calculate lights if needed. If shade mapping is enabled, lights may need to be
|
|
// at least partially calculated.
|
|
for (int i = 0; i < 4; i++) {
|
|
if (doLight[i] != LIGHT_FULL)
|
|
continue;
|
|
|
|
GELightType type = static_cast<GELightType>(id.Bits(VS_BIT_LIGHT0_TYPE + 4*i, 2));
|
|
GELightComputation comp = static_cast<GELightComputation>(id.Bits(VS_BIT_LIGHT0_COMP + 4*i, 2));
|
|
|
|
if (type == GE_LIGHTTYPE_DIRECTIONAL) {
|
|
// We prenormalize light positions for directional lights.
|
|
WRITE(p, " toLight = u_lightpos%i;\n", i);
|
|
} else {
|
|
WRITE(p, " toLight = u_lightpos%i - worldpos;\n", i);
|
|
WRITE(p, " distance = length(toLight);\n");
|
|
WRITE(p, " toLight /= distance;\n");
|
|
}
|
|
|
|
bool doSpecular = comp == GE_LIGHTCOMP_BOTH;
|
|
bool poweredDiffuse = comp == GE_LIGHTCOMP_ONLYPOWDIFFUSE;
|
|
|
|
WRITE(p, " ldot = dot(toLight, worldnormal);\n");
|
|
if (poweredDiffuse) {
|
|
// pow(0.0, 0.0) may be undefined, but the PSP seems to treat it as 1.0.
|
|
// Seen in Tales of the World: Radiant Mythology (#2424.)
|
|
WRITE(p, " if (u_matspecular.a == 0.0) {\n");
|
|
WRITE(p, " ldot = 1.0;\n");
|
|
WRITE(p, " } else {\n");
|
|
WRITE(p, " ldot = pow(max(ldot, 0.0), u_matspecular.a);\n");
|
|
WRITE(p, " }\n");
|
|
}
|
|
|
|
const char *timesLightScale = " * lightScale";
|
|
|
|
// Attenuation
|
|
switch (type) {
|
|
case GE_LIGHTTYPE_DIRECTIONAL:
|
|
timesLightScale = "";
|
|
break;
|
|
case GE_LIGHTTYPE_POINT:
|
|
WRITE(p, " lightScale = clamp(1.0 / dot(u_lightatt%i, vec3(1.0, distance, distance*distance)), 0.0, 1.0);\n", i);
|
|
break;
|
|
case GE_LIGHTTYPE_SPOT:
|
|
case GE_LIGHTTYPE_UNKNOWN:
|
|
WRITE(p, " angle = length(u_lightdir%i) == 0.0 ? 0.0 : dot(normalize(u_lightdir%i), toLight);\n", i, i);
|
|
WRITE(p, " if (angle >= u_lightangle_spotCoef%i.x) {\n", i);
|
|
WRITE(p, " lightScale = clamp(1.0 / dot(u_lightatt%i, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef%i.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef%i.y));\n", i, i, i);
|
|
WRITE(p, " } else {\n");
|
|
WRITE(p, " lightScale = 0.0;\n");
|
|
WRITE(p, " }\n");
|
|
break;
|
|
default:
|
|
// ILLEGAL
|
|
break;
|
|
}
|
|
|
|
WRITE(p, " diffuse = (u_lightdiffuse%i * %s) * max(ldot, 0.0);\n", i, diffuseStr);
|
|
if (doSpecular) {
|
|
WRITE(p, " if (ldot >= 0.0) {\n");
|
|
WRITE(p, " ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);\n");
|
|
WRITE(p, " if (u_matspecular.a == 0.0) {\n");
|
|
WRITE(p, " ldot = 1.0;\n");
|
|
WRITE(p, " } else {\n");
|
|
WRITE(p, " ldot = pow(max(ldot, 0.0), u_matspecular.a);\n");
|
|
WRITE(p, " }\n");
|
|
WRITE(p, " if (ldot > 0.0)\n");
|
|
WRITE(p, " lightSum1 += u_lightspecular%i * %s * ldot %s;\n", i, specularStr, timesLightScale);
|
|
WRITE(p, " }\n");
|
|
}
|
|
WRITE(p, " lightSum0.rgb += (u_lightambient%i * %s.rgb + diffuse)%s;\n", i, ambientStr, timesLightScale);
|
|
}
|
|
|
|
if (enableLighting) {
|
|
// Sum up ambient, emissive here.
|
|
if (lmode) {
|
|
WRITE(p, " v_color0 = clamp(lightSum0, 0.0, 1.0);\n");
|
|
// v_color1 only exists when lmode = 1.
|
|
if (specularIsZero) {
|
|
WRITE(p, " v_color1 = vec3(0.0);\n");
|
|
} else {
|
|
WRITE(p, " v_color1 = clamp(lightSum1, 0.0, 1.0);\n");
|
|
}
|
|
} else {
|
|
if (specularIsZero) {
|
|
WRITE(p, " v_color0 = clamp(lightSum0, 0.0, 1.0);\n");
|
|
} else {
|
|
WRITE(p, " v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);\n");
|
|
}
|
|
}
|
|
} else {
|
|
// Lighting doesn't affect color.
|
|
if (hasColor) {
|
|
if (doBezier || doSpline)
|
|
WRITE(p, " v_color0 = tess.col;\n");
|
|
else
|
|
WRITE(p, " v_color0 = color0;\n");
|
|
} else {
|
|
WRITE(p, " v_color0 = u_matambientalpha;\n");
|
|
}
|
|
if (lmode)
|
|
WRITE(p, " v_color1 = vec3(0.0);\n");
|
|
}
|
|
|
|
// Step 3: UV generation
|
|
if (doTexture) {
|
|
switch (uvGenMode) {
|
|
case GE_TEXMAP_TEXTURE_COORDS: // Scale-offset. Easy.
|
|
case GE_TEXMAP_UNKNOWN: // Not sure what this is, but Riviera uses it. Treating as coords works.
|
|
if (scaleUV) {
|
|
if (hasTexcoord) {
|
|
if (doBezier || doSpline)
|
|
WRITE(p, " v_texcoord = vec3(tess.tex * u_uvscaleoffset.xy + u_uvscaleoffset.zw, 0.0);\n");
|
|
else
|
|
WRITE(p, " v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);\n");
|
|
} else {
|
|
WRITE(p, " v_texcoord = vec3(0.0);\n");
|
|
}
|
|
} else {
|
|
if (hasTexcoord) {
|
|
WRITE(p, " v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy + u_uvscaleoffset.zw, 0.0);\n");
|
|
} else {
|
|
WRITE(p, " v_texcoord = vec3(u_uvscaleoffset.zw, 0.0);\n");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GE_TEXMAP_TEXTURE_MATRIX: // Projection mapping.
|
|
{
|
|
std::string temp_tc;
|
|
switch (uvProjMode) {
|
|
case GE_PROJMAP_POSITION: // Use model space XYZ as source
|
|
temp_tc = "vec4(position.xyz, 1.0)";
|
|
break;
|
|
case GE_PROJMAP_UV: // Use unscaled UV as source
|
|
{
|
|
// prescale is false here.
|
|
if (hasTexcoord) {
|
|
temp_tc = "vec4(texcoord.xy, 0.0, 1.0)";
|
|
} else {
|
|
temp_tc = "vec4(0.0, 0.0, 0.0, 1.0)";
|
|
}
|
|
}
|
|
break;
|
|
case GE_PROJMAP_NORMALIZED_NORMAL: // Use normalized transformed normal as source
|
|
if (hasNormal)
|
|
temp_tc = flipNormal ? "vec4(normalize(-normal), 1.0)" : "vec4(normalize(normal), 1.0)";
|
|
else
|
|
temp_tc = "vec4(0.0, 0.0, 1.0, 1.0)";
|
|
break;
|
|
case GE_PROJMAP_NORMAL: // Use non-normalized transformed normal as source
|
|
if (hasNormal)
|
|
temp_tc = flipNormal ? "vec4(-normal, 1.0)" : "vec4(normal, 1.0)";
|
|
else
|
|
temp_tc = "vec4(0.0, 0.0, 1.0, 1.0)";
|
|
break;
|
|
}
|
|
// Transform by texture matrix. XYZ as we are doing projection mapping.
|
|
WRITE(p, " v_texcoord = (u_texmtx * %s).xyz * vec3(u_uvscaleoffset.xy, 1.0);\n", temp_tc.c_str());
|
|
}
|
|
break;
|
|
|
|
case GE_TEXMAP_ENVIRONMENT_MAP: // Shade mapping - use dots from light sources.
|
|
{
|
|
std::string lightFactor0 = StringFromFormat("(length(u_lightpos%i) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos%i), worldnormal))", ls0, ls0);
|
|
std::string lightFactor1 = StringFromFormat("(length(u_lightpos%i) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos%i), worldnormal))", ls1, ls1);
|
|
WRITE(p, " v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + %s, 1.0 + %s) * 0.5, 1.0);\n", lightFactor0.c_str(), lightFactor1.c_str());
|
|
}
|
|
break;
|
|
|
|
default:
|
|
// ILLEGAL
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Compute fogdepth
|
|
if (enableFog)
|
|
WRITE(p, " v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;\n");
|
|
}
|
|
|
|
if (!isModeThrough && gstate_c.Supports(GPU_SUPPORTS_VS_RANGE_CULLING)) {
|
|
WRITE(p, " vec3 projPos = outPos.xyz / outPos.w;\n");
|
|
// Vertex range culling doesn't happen when depth is clamped, so only do this if in range.
|
|
WRITE(p, " if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {\n");
|
|
const char *outMin = "projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z";
|
|
const char *outMax = "projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z";
|
|
WRITE(p, " if (%s || %s) {\n", outMin, outMax);
|
|
WRITE(p, " outPos.w = u_cullRangeMax.w;\n");
|
|
WRITE(p, " }\n");
|
|
WRITE(p, " }\n");
|
|
}
|
|
WRITE(p, " gl_Position = outPos;\n");
|
|
|
|
WRITE(p, "}\n");
|
|
}
|