diff --git a/Src/Graphics/Legacy3D/Legacy3D.cpp b/Src/Graphics/Legacy3D/Legacy3D.cpp
index 4f819ad..cb5b5d1 100644
--- a/Src/Graphics/Legacy3D/Legacy3D.cpp
+++ b/Src/Graphics/Legacy3D/Legacy3D.cpp
@@ -581,7 +581,7 @@ static bool IsDynamicModel(const UINT32 *data)
unsigned numVerts = (data[0]&0x40 ? 4 : 3);
// Deduct number of reused verts
numVerts -= sharedVerts[data[0]&0xf];
- done = data[1] & 4 > 0;
+ done = (data[1] & 4) > 0;
// Skip header and vertices to next polygon
data += 7 + numVerts * 4;
}
diff --git a/Src/Graphics/Legacy3D/Models.cpp b/Src/Graphics/Legacy3D/Models.cpp
index 3db0381..e6443bc 100644
--- a/Src/Graphics/Legacy3D/Models.cpp
+++ b/Src/Graphics/Legacy3D/Models.cpp
@@ -753,7 +753,7 @@ struct VBORef *CLegacy3D::CacheModel(ModelCache *Cache, int lutIdx, UINT16 texOf
bool validPoly = (P.header[0] & 0x300) != 0x300;
// Obtain basic polygon parameters
- done = P.header[1] & 4 > 0; // last polygon?
+ done = (P.header[1] & 4) > 0; // last polygon?
P.numVerts = (P.header[0]&0x40)?4:3;
// Texture data
diff --git a/Src/Graphics/Legacy3D/Shaders/Fragment.glsl b/Src/Graphics/Legacy3D/Shaders/Fragment.glsl
index fb2804e..321b580 100644
--- a/Src/Graphics/Legacy3D/Shaders/Fragment.glsl
+++ b/Src/Graphics/Legacy3D/Shaders/Fragment.glsl
@@ -1,194 +1,194 @@
-/**
- ** Supermodel
- ** A Sega Model 3 Arcade Emulator.
- ** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson
- **
- ** This file is part of Supermodel.
- **
- ** Supermodel is free software: you can redistribute it and/or modify it under
- ** the terms of the GNU General Public License as published by the Free
- ** Software Foundation, either version 3 of the License, or (at your option)
- ** any later version.
- **
- ** Supermodel is distributed in the hope that it will be useful, but WITHOUT
- ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
- ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
- ** more details.
- **
- ** You should have received a copy of the GNU General Public License along
- ** with Supermodel. If not, see .
- **/
-
-/*
- * Fragment.glsl
- *
- * Fragment shader for 3D rendering.
- */
-
-#version 120
-
-// Global uniforms
-uniform sampler2D textureMap; // complete texture map, 2048x2048 texels
-uniform vec4 spotEllipse; // spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height)
-uniform vec2 spotRange; // spotlight Z range: .x=start (viewspace coordinates), .y=limit
-uniform vec3 spotColor; // spotlight RGB color
-uniform vec3 lighting[2]; // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)
-uniform float mapSize; // texture map size (2048,4096,6144 etc)
-
-// Inputs from vertex shader
-varying vec4 fsSubTexture; // .x=texture X, .y=texture Y, .z=texture width, .w=texture height (all in texels)
-varying vec4 fsTexParams; // .x=texture enable (if 1, else 0), .y=use transparency (if > 0), .z=U wrap mode (1=mirror, 0=repeat), .w=V wrap mode
+/**
+ ** Supermodel
+ ** A Sega Model 3 Arcade Emulator.
+ ** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson
+ **
+ ** This file is part of Supermodel.
+ **
+ ** Supermodel is free software: you can redistribute it and/or modify it under
+ ** the terms of the GNU General Public License as published by the Free
+ ** Software Foundation, either version 3 of the License, or (at your option)
+ ** any later version.
+ **
+ ** Supermodel is distributed in the hope that it will be useful, but WITHOUT
+ ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
+ ** more details.
+ **
+ ** You should have received a copy of the GNU General Public License along
+ ** with Supermodel. If not, see .
+ **/
+
+/*
+ * Fragment.glsl
+ *
+ * Fragment shader for 3D rendering.
+ */
+
+#version 120
+
+// Global uniforms
+uniform sampler2D textureMap; // complete texture map, 2048x2048 texels
+uniform vec4 spotEllipse; // spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height)
+uniform vec2 spotRange; // spotlight Z range: .x=start (viewspace coordinates), .y=limit
+uniform vec3 spotColor; // spotlight RGB color
+uniform vec3 lighting[2]; // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)
+uniform float mapSize; // texture map size (2048,4096,6144 etc)
+
+// Inputs from vertex shader
+varying vec4 fsSubTexture; // .x=texture X, .y=texture Y, .z=texture width, .w=texture height (all in texels)
+varying vec4 fsTexParams; // .x=texture enable (if 1, else 0), .y=use transparency (if > 0), .z=U wrap mode (1=mirror, 0=repeat), .w=V wrap mode
varying float fsTexFormat; // T1RGB5 contour texture (if > 0)
-varying float fsTexMap; // texture map number
-varying float fsTransLevel; // translucence level, 0.0 (transparent) to 1.0 (opaque)
-varying vec3 fsLightIntensity; // lighting intensity
-varying float fsSpecularTerm; // specular highlight
-varying float fsFogFactor; // fog factor
-varying float fsViewZ; // Z distance to fragment from viewpoint at origin
-
-/*
- * WrapTexelCoords():
- *
- * Computes the normalized OpenGL S,T coordinates within the 2048x2048 texture
- * sheet, taking into account wrapping behavior.
- *
- * Computing normalized OpenGL texture coordinates (0 to 1) within the
- * Real3D texture sheet:
- *
- * If the texture is not mirrored, we simply have to clamp the
- * coordinates to fit within the texture dimensions, add the texture
- * X, Y position to select the appropriate one, and normalize by 2048
- * (the dimensions of the Real3D texture sheet).
- *
- * = [(u,v)%(w,h)+(x,y)]/(2048,2048)
- *
- * If mirroring is enabled, textures are mirrored every odd multiple of
- * the original texture. To detect whether we are in an odd multiple,
- * simply divide the coordinate by the texture dimension and check
- * whether the result is odd. Then, clamp the coordinates as before but
- * subtract from the last texel to mirror them:
- *
- * = [M*((w-1,h-1)-(u,v)%(w,h)) + (1-M)*(u,v)%(w,h) + (x,y)]/(2048,2048)
- * where M is 1.0 if the texture must be mirrored.
- *
- * As an optimization, this function computes TWO texture coordinates
- * simultaneously. The first is texCoord.xy, the second is in .zw. The other
- * parameters must have .xy = .zw.
- */
-vec4 WrapTexelCoords(vec4 texCoord, vec4 texOffset, vec4 texSize, vec4 mirrorEnable)
-{
- vec4 clampedCoord, mirror, glTexCoord;
-
- clampedCoord = mod(texCoord,texSize); // clamp coordinates to within texture size
- mirror = mirrorEnable * mod(floor(texCoord/texSize),2.0); // whether this texel needs to be mirrored
-
- glTexCoord = ( mirror*(texSize-clampedCoord) +
- (vec4(1.0,1.0,1.0,1.0)-mirror)*clampedCoord +
- texOffset
- ) / mapSize;
- return glTexCoord;
-}
-
-/*
- * main():
- *
- * Fragment shader entry point.
- */
-
-void main(void)
-{
- vec4 uv_top, uv_bot, c[4];
- vec2 r;
- vec4 fragColor;
- vec2 ellipse;
- vec3 lightIntensity;
- float insideSpot;
- int x;
-
- // Get polygon color for untextured polygons (textured polygons will overwrite)
- if (fsTexParams.x < 0.5)
- fragColor = gl_Color;
- else
- // Textured polygons: set fragment color to texel value
- {
- /*
- * Bilinear Filtering
- *
- * In order to get this working on ATI, the number of operations is
- * reduced by putting everything into vec4s. uv_top holds the UV
- * coordinates for the top two texels (.xy=left, .zw=right) and uv_bot
- * is for the lower two.
- */
-
- // Compute fractional blending factor, r, and lower left corner of texel 0
- uv_bot.xy = gl_TexCoord[0].st-vec2(0.5,0.5); // move into the lower left blending texel
- r = uv_bot.xy-floor(uv_bot.xy); // fractional part
- uv_bot.xy = floor(uv_bot.xy); // integral part
-
- // Compute texel coordinates
- uv_bot.xy += vec2(0.5,0.5); // offset to center of pixel (should not be needed but it fixes a lot of glitches, esp. on Nvidia)
- uv_bot.zw = uv_bot.xy + vec2(1.0,0.0); // compute coordinates of the other three neighbors
- uv_top = uv_bot + vec4(0.0,1.0,0.0,1.0);
-
- // Compute the properly wrapped texel coordinates
- uv_top = WrapTexelCoords(uv_top,vec4(fsSubTexture.xy,fsSubTexture.xy),vec4(fsSubTexture.zw,fsSubTexture.zw), vec4(fsTexParams.zw,fsTexParams.zw));
- uv_bot = WrapTexelCoords(uv_bot,vec4(fsSubTexture.xy,fsSubTexture.xy),vec4(fsSubTexture.zw,fsSubTexture.zw), vec4(fsTexParams.zw,fsTexParams.zw));
-
- // Fetch the texels
- c[0]=texture2D(textureMap,uv_bot.xy); // bottom-left (base texel)
- c[1]=texture2D(textureMap,uv_bot.zw); // bottom-right
- c[2]=texture2D(textureMap,uv_top.xy); // top-left
- c[3]=texture2D(textureMap,uv_top.zw); // top-right
-
- // Interpolate texels and blend result with material color to determine final (unlit) fragment color
- // fragColor = (c[0]*(1.0-r.s)*(1.0-r.t) + c[1]*r.s*(1.0-r.t) + c[2]*(1.0-r.s)*r.t + c[3]*r.s*r.t);
- // Faster method:
- c[0] += (c[1]-c[0])*r.s; // 2 alu
- c[2] += (c[3]-c[2])*r.s; // 2 alu
- fragColor = c[0]+(c[2]-c[0])*r.t; //2 alu
-
- /*
- * T1RGB5:
- *
- * The transparency bit determines whether to discard pixels (if set).
- * What is unknown is how this bit behaves when interpolated. OpenGL
- * processes it as an alpha value, so it might concievably be blended
- * with neighbors. Here, an arbitrary threshold is chosen.
- *
- * To-do: blending could probably enabled and this would work even
- * better with a hard threshold.
- *
- * Countour processing also seems to be enabled for RGBA4 textures.
- * When the alpha value is 0.0 (or close), pixels are discarded
- * entirely.
- */
- if (fsTexParams.y > 0.5) // contour processing enabled
- {
- if (fragColor.a < 0.01) // discard anything with alpha == 0
- discard;
- }
-
- // If contour texture and not discarded, force alpha to 1.0 because will later be modified by polygon translucency
- if (fsTexFormat < 0.5) // contour (T1RGB5) texture
- fragColor.a = 1.0;
- }
-
- // Compute spotlight and apply lighting
- ellipse = (gl_FragCoord.xy-spotEllipse.xy)/spotEllipse.zw;
- insideSpot = dot(ellipse,ellipse);
- if ((insideSpot <= 1.0) && (fsViewZ>=spotRange.x) && (fsViewZ 0.5) // contour processing enabled
+ {
+ if (fragColor.a < 0.01) // discard anything with alpha == 0
+ discard;
+ }
+
+ // If contour texture and not discarded, force alpha to 1.0 because will later be modified by polygon translucency
+ if (fsTexFormat < 0.5) // contour (T1RGB5) texture
+ fragColor.a = 1.0;
+ }
+
+ // Compute spotlight and apply lighting
+ ellipse = (gl_FragCoord.xy-spotEllipse.xy)/spotEllipse.zw;
+ insideSpot = dot(ellipse,ellipse);
+ if ((insideSpot <= 1.0) && (fsViewZ>=spotRange.x) && (fsViewZ