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https://github.com/libretro/dolphin
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86f8768268
These are only ever used with ShaderCode instances and nothing else. Given that, we can convert these helper functions to expect that type of object as an argument and remove the need for templates, improving compiler throughput a marginal amount, as the template instantiation process doesn't need to be performed. We can also move the definitions of these functions into the cpp file, which allows us to remove a few inclusions from the ShaderGenCommon header. This uncovered a few instances of indirect inclusions being relied upon in other source files. One other benefit is this allows changes to be made to the definitions of the functions without needing to recompile all translation units that make use of these functions, making change testing a little quicker. Moving the definitions into the cpp file also allows us to completely hide DefineOutputMember() from external view, given it's only ever used inside of GenerateVSOutputMembers().
202 lines
9.6 KiB
C++
202 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/ShaderGenCommon.h"
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#include "VideoCommon/VideoCommon.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 < %zuu; chan++) {\n",
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api_type == APIType::D3D ? "[loop] " : "", NUM_XF_COLOR_CHANNELS);
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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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}
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} // namespace UberShader
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