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https://github.com/RetroDECK/Supermodel.git
synced 2024-11-26 07:35:40 +00:00
Harry made some important discoveries with regards to fixed shading on the model 3 (per vertex poly brightness values). Firstly values are allowed to be negative, and they are used as a drop in replacement in the standard lighting equation for the normal dot light vector. This quite radically changes the brightness in LA Machine guns, but now correctly matches the arcade.
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@ -12,7 +12,7 @@ namespace New3D {
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struct ClipVertex
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{
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float pos[3];
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float pos[4];
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};
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struct ClipPoly
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@ -23,12 +23,11 @@ struct ClipPoly
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struct Vertex
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{
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float pos[3];
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float pos[4];
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float normal[3];
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float texcoords[2];
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UINT8 color[4];
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UINT8 fixedShade;
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UINT8 padding[3];
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float fixedShade;
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};
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struct Poly // our polys are always 3 triangles, unlike the real h/w
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@ -10,6 +10,8 @@
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#define MAX_RAM_POLYS 100000
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#define MAX_ROM_POLYS 500000
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#define BYTE_TO_FLOAT(B) ((2.0f * (B) + 1.0f) * (1.0F/255.0f))
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namespace New3D {
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CNew3D::CNew3D(const Util::Config::Node &config, std::string gameName)
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@ -286,11 +288,11 @@ void CNew3D::RenderFrame(void)
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glEnableVertexAttribArray(4);
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// before draw, specify vertex and index arrays with their offsets, offsetof is maybe evil ..
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inVertex"), 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inVertex"), 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inNormal"), 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, normal));
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inTexCoord"), 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, texcoords));
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inColour"), 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void*)offsetof(Vertex, color));
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inFixedShade"), 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void*)offsetof(Vertex, fixedShade));
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inFixedShade"), 1, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, fixedShade));
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m_r3dShader.SetShader(true);
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@ -784,8 +786,11 @@ void CNew3D::RenderViewport(UINT32 addr)
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vp->lightingParams[5] = 0.0; // reserved
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// this is a hack because we haven't yet found in memory where these are set
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// these two games use a slightly different light model to the test of the games
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if (m_gameName == "lamachin" || m_gameName == "dayto2pe") {
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if (m_gameName == "dayto2pe"||
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m_gameName == "lamachin"||
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m_gameName == "von2" ||
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m_gameName == "von254g" ||
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m_gameName == "von2a") {
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vp->sunClamp = false;
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}
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else {
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@ -1178,33 +1183,29 @@ void CNew3D::CacheModel(Model *m, const UINT32 *data)
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p.v[j].pos[0] = (((INT32)ix) >> 8) * m_vertexFactor;
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p.v[j].pos[1] = (((INT32)iy) >> 8) * m_vertexFactor;
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p.v[j].pos[2] = (((INT32)iz) >> 8) * m_vertexFactor;
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p.v[j].pos[3] = 1.0f;
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// Per vertex normals
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if (ph.SmoothShading()) {
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p.v[j].normal[0] = (INT8)(ix & 0xFF) / 128.f;
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p.v[j].normal[1] = (INT8)(iy & 0xFF) / 128.f;
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p.v[j].normal[2] = (INT8)(iz & 0xFF) / 128.f;
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p.v[j].normal[0] = BYTE_TO_FLOAT((INT8)(ix & 0xFF));
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p.v[j].normal[1] = BYTE_TO_FLOAT((INT8)(iy & 0xFF));
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p.v[j].normal[2] = BYTE_TO_FLOAT((INT8)(iz & 0xFF));
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}
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if (ph.FixedShading() && ph.TexEnabled() && !ph.SmoothShading()) { // fixed shading seems to be disabled if actual normals are set
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//==========
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UINT8 shade;
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float shade;
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//==========
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if (m_step <= 0x15) {
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shade = ((ix & 0x7F) * 255) / 127; // this matches the sdk (values are from 0-127 only) and the intensity is clamped to to 0-1
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if (ph.SpecularEnabled()) {
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shade = (ix & 0xFF) / 255.f; // Star wars is the only game to use unsigned fixed shaded values. It's also the only game to set the specular flag on these polys
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}
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else {
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if (ph.SpecularEnabled()) {
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shade = ix & 0xFF; // Star wars is the only game to use unsigned fixed shaded values. It's also the only game to set the specular flag on these polys
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}
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else {
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shade = (ix + 128) & 0xFF; // Step 2+ uses signed or unsigned values for lighting 0-255. Todo finish this logic
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}
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shade = BYTE_TO_FLOAT((INT8)(ix & 0xFF));
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}
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p.v[j].fixedShade = shade; // hardware doesn't really have per vertex colours, only per poly
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p.v[j].fixedShade = shade;
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}
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float texU, texV = 0;
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@ -1606,23 +1607,11 @@ void CNew3D::ClipModel(const Model *m)
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//==================================
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Poly& poly = (*polys)[start + i];
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float in[4], out[4];
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//==================================
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memcpy(in, poly.p1.pos, sizeof(float) * 3);
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in[3] = 1;
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MultVec(m->modelMat, in, out);
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memcpy(clipPoly.list[0].pos, out, sizeof(float) * 3);
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memcpy(in, poly.p2.pos, sizeof(float) * 3);
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in[3] = 1;
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MultVec(m->modelMat, in, out);
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memcpy(clipPoly.list[1].pos, out, sizeof(float) * 3);
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memcpy(in, poly.p3.pos, sizeof(float) * 3);
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in[3] = 1;
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MultVec(m->modelMat, in, out);
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memcpy(clipPoly.list[2].pos, out, sizeof(float) * 3);
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MultVec(m->modelMat, poly.p1.pos, clipPoly.list[0].pos);
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MultVec(m->modelMat, poly.p2.pos, clipPoly.list[1].pos);
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MultVec(m->modelMat, poly.p3.pos, clipPoly.list[2].pos);
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clipPoly.count = 3;
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@ -12,14 +12,9 @@ uniform float fogIntensity;
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uniform float fogDensity;
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uniform float fogStart;
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uniform float modelScale;
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uniform int hardwareStep;
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uniform vec3 lighting[2]; // also used in fragment shader
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uniform bool lightEnabled; // also used in fragment shader
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uniform bool fixedShading; // also used in fragment shader
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uniform bool sunClamp; // also used in fragment shader
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// attributes
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attribute vec3 inVertex;
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attribute vec4 inVertex;
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attribute vec3 inNormal;
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attribute vec2 inTexCoord;
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attribute vec4 inColour;
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@ -31,39 +26,19 @@ varying vec3 fsViewVertex;
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varying vec3 fsViewNormal; // per vertex normal vector
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varying vec2 fsTexCoord;
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varying vec4 fsColor;
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vec4 GetVertexColour()
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{
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vec4 polyColour = inColour;
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if(fixedShading) {
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float lightAmbient = lighting[1].y;
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if(!sunClamp) {
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lightAmbient = 0; // guess work here. La machine guns is the only game to use this light model. Black is black in this game, it's not effected by ambient
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}
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if(lightEnabled) {
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polyColour.rgb *= (inFixedShade + lightAmbient); // per vertex brightness + ambient
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}
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else {
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polyColour.rgb += lightAmbient; // this is similar to above but basically a flat shaded version. So poly colour + ambient
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}
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}
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return polyColour;
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}
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varying float fsFixedShade;
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void main(void)
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{
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fsViewVertex = vec3(gl_ModelViewMatrix * vec4(inVertex,1.0));
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fsViewVertex = vec3(gl_ModelViewMatrix * inVertex);
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fsViewNormal = (mat3(gl_ModelViewMatrix) * inNormal) / modelScale;
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float z = length(fsViewVertex);
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fsFogFactor = fogIntensity * clamp(fogStart + z * fogDensity, 0.0, 1.0);
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fsColor = GetVertexColour();
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fsColor = inColour;
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fsTexCoord = inTexCoord;
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gl_Position = gl_ModelViewProjectionMatrix * vec4(inVertex,1.0);
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fsFixedShade = inFixedShade;
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gl_Position = gl_ModelViewProjectionMatrix * inVertex;
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}
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)glsl";
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@ -99,6 +74,7 @@ uniform float shininess; // specular shininess
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uniform float fogAttenuation;
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uniform float fogAmbient;
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uniform bool fixedShading;
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uniform int hardwareStep;
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//interpolated inputs from vertex shader
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varying float fsFogFactor;
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@ -106,6 +82,7 @@ varying vec3 fsViewVertex;
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varying vec3 fsViewNormal; // per vertex normal vector
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varying vec4 fsColor;
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varying vec2 fsTexCoord;
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varying float fsFixedShade;
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vec4 GetTextureValue()
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{
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@ -134,6 +111,17 @@ vec4 GetTextureValue()
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return tex1Data;
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}
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void Step15Lighting(inout vec4 colour)
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{
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// on step 1.5 these polys seem to be effected by vpAmbient
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// logic is not completely understood
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if(hardwareStep==0x15) {
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if(!lightEnabled && fixedShading) {
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colour.rgb += lighting[1].y; // + vpAmbient
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}
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}
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}
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void main()
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{
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vec4 tex1Data;
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@ -149,9 +137,10 @@ void main()
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}
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colData = fsColor;
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Step15Lighting(colData); // no-op for step 2.0
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finalData = tex1Data * colData;
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if (finalData.a < (1.0/16.0)) { // basically chuck out any totally transparent pixels value = 1/16 the smallest transparency level h/w supports
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if (finalData.a < (1.0/16.0)) { // basically chuck out any totally transparent pixels value = 1/16 the smallest transparency level h/w supports
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discard;
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}
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@ -161,7 +150,7 @@ void main()
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ellipse = 1.0 - ellipse; // invert
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ellipse = max(0.0, ellipse); // clamp
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if (lightEnabled && !fixedShading) {
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if (lightEnabled) {
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vec3 lightIntensity;
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vec3 sunVector; // sun lighting vector (as reflecting away from vertex)
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float sunFactor; // sun light projection along vertex normal (0.0 to 1.0)
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@ -170,7 +159,12 @@ void main()
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sunVector = lighting[0];
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// Compute diffuse factor for sunlight
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sunFactor = dot(sunVector, fsViewNormal);
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if(fixedShading) {
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sunFactor = fsFixedShade;
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}
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else {
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sunFactor = dot(sunVector, fsViewNormal);
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}
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// Clamp ceil, fix for upscaled models without "modelScale" defined
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sunFactor = clamp(sunFactor,-1.0,1.0);
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@ -208,7 +202,8 @@ void main()
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finalData.rgb *= lightIntensity;
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if (specularEnabled) {
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// for now assume fixed shading doesn't work with specular
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if (specularEnabled && !fixedShading) {
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float exponent, NdotL, specularFactor;
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vec4 biasIndex, expIndex, multIndex;
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