mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-09-23 04:46:26 +02:00
252 lines
9.0 KiB
C++
252 lines
9.0 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <stdio.h>
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#include <locale.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/Directx9/VertexShaderGenerator.h"
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#undef WRITE
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#define WRITE p+=sprintf
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bool CanUseHardwareTransform(int prim) {
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if (!g_Config.bHardwareTransform)
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return false;
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return !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES;
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}
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int TranslateNumBones(int bones) {
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if (!bones) return 0;
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if (bones < 4) return 4;
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// if (bones < 8) return 8; I get drawing problems in FF:CC with this!
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return bones;
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}
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// prim so we can special case for RECTANGLES :(
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void ComputeVertexShaderID(VertexShaderID *id, int prim, bool useHWTransform) {
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const u32 vertType = gstate.vertType;
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int doTexture = gstate.isTextureMapEnabled() && !gstate.isModeClear();
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bool doTextureProjection = gstate.getUVGenMode() == 1;
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bool hasColor = (vertType & GE_VTYPE_COL_MASK) != 0;
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bool hasNormal = (vertType & GE_VTYPE_NRM_MASK) != 0;
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bool hasBones = (vertType & GE_VTYPE_WEIGHT_MASK) != 0;
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bool enableFog = gstate.isFogEnabled() && !gstate.isModeThrough() && !gstate.isModeClear();
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bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled();
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memset(id->d, 0, sizeof(id->d));
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id->d[0] = lmode & 1;
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id->d[0] |= ((int)gstate.isModeThrough()) << 1;
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id->d[0] |= ((int)enableFog) << 2;
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id->d[0] |= doTexture << 3;
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id->d[0] |= (hasColor & 1) << 4;
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if (doTexture) {
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id->d[0] |= (gstate_c.flipTexture & 1) << 5;
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id->d[0] |= (doTextureProjection & 1) << 6;
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}
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if (useHWTransform) {
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id->d[0] |= 1 << 8;
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id->d[0] |= (hasNormal & 1) << 9;
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// UV generation mode
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id->d[0] |= gstate.getUVGenMode() << 16;
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// The next bits are used differently depending on UVgen mode
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if (gstate.getUVGenMode() == 1) {
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id->d[0] |= gstate.getUVProjMode() << 18;
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} else if (gstate.getUVGenMode() == 2) {
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id->d[0] |= gstate.getUVLS0() << 18;
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id->d[0] |= gstate.getUVLS1() << 20;
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}
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// Bones
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if (hasBones)
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id->d[0] |= (TranslateNumBones(gstate.getNumBoneWeights()) - 1) << 22;
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// Okay, d[1] coming up. ==============
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if (gstate.isLightingEnabled() || gstate.getUVGenMode() == 2) {
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// Light bits
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for (int i = 0; i < 4; i++) {
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id->d[1] |= gstate.getLightComputation(i) << (i * 4);
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id->d[1] |= gstate.getLightType(i) << (i * 4 + 2);
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}
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id->d[1] |= (gstate.materialupdate & 7) << 16;
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for (int i = 0; i < 4; i++) {
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id->d[1] |= (gstate.isLightChanEnabled(i) & 1) << (20 + i);
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}
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}
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id->d[1] |= gstate.isLightingEnabled() << 24;
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id->d[1] |= ((vertType & GE_VTYPE_WEIGHT_MASK) >> GE_VTYPE_WEIGHT_SHIFT) << 25;
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}
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}
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static const char * const boneWeightAttrDecl[8] = {
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"attribute mediump float a_w1;\n",
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"attribute mediump vec2 a_w1;\n",
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"attribute mediump vec3 a_w1;\n",
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"attribute mediump vec4 a_w1;\n",
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"attribute mediump vec4 a_w1;\nattribute mediump float a_w2;\n",
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"attribute mediump vec4 a_w1;\nattribute mediump vec2 a_w2;\n",
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"attribute mediump vec4 a_w1;\nattribute mediump vec3 a_w2;\n",
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"attribute mediump vec4 a_w1;\nattribute mediump vec4 a_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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#if 0 // used for debugging
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void GenerateVertexShader(int prim, char *buffer, bool useHWTransform) {
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const char * vscode =
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" float4x4 u_proj : register(c0); "
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" "
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" struct VS_IN "
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" "
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" { "
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" float4 ObjPos : POSITION; "
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" float3 Uv : TEXCOORD0; "
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" float4 C1 : COLOR0; " // Vertex color
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" float4 C2 : COLOR1; " // Vertex color
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" }; "
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" "
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" struct VS_OUT "
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" { "
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" float4 ObjPos : POSITION; "
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" float4 Uv : TEXCOORD0; "
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" float4 C1 : COLOR0; " // Vertex color
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" float4 C2 : COLOR1; " // Vertex color
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" }; "
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" "
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" VS_OUT main( VS_IN In ) "
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" { "
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" VS_OUT Out; "
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" Out.ObjPos = mul( float4(In.ObjPos.xyz, 1), u_proj ); " // Transform vertex into
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" Out.Uv = float4(In.Uv.xy, 0, In.Uv.z); "
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" Out.C1 = In.C1; "
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" Out.C2 = In.C2; "
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" return Out; " // Transfer color
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" } ";
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strcpy(buffer, vscode);
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}
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#else
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void GenerateVertexShader(int prim, char *buffer, bool useHWTransform) {
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char *p = buffer;
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const u32 vertType = gstate.vertType;
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int lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled();
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int doTexture = gstate.isTextureMapEnabled() && !gstate.isModeClear();
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bool hasColor = (vertType & GE_VTYPE_COL_MASK) != 0 || !useHWTransform;
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bool hasNormal = (vertType & GE_VTYPE_NRM_MASK) != 0 && useHWTransform;
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bool enableFog = gstate.isFogEnabled() && !gstate.isModeThrough() && !gstate.isModeClear();
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bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0;
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bool flipV = gstate_c.flipTexture;
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bool doTextureProjection = gstate.getUVGenMode() == 1;
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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 = gstate.getUVGenMode() == 2 ? gstate.getUVLS0() : -1;
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int shadeLight1 = gstate.getUVGenMode() == 2 ? gstate.getUVLS1() : -1;
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for (int i = 0; i < 4; i++) {
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if (i == shadeLight0 || i == shadeLight1)
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doLight[i] = LIGHT_SHADE;
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if (gstate.isLightingEnabled() && gstate.isLightChanEnabled(i))
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doLight[i] = LIGHT_FULL;
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}
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}
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if (gstate.isModeThrough()) {
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WRITE(p, "float4x4 u_proj_through;\n");
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} else {
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WRITE(p, "float4x4 u_proj;\n");
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// Add all the uniforms we'll need to transform properly.
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}
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if (useHWTransform || !hasColor)
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WRITE(p, "float4 u_matambientalpha;\n"); // matambient + matalpha
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WRITE(p, " struct VS_IN ");
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WRITE(p, " ");
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WRITE(p, " { ");
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WRITE(p, " float4 ObjPos : POSITION; ");
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WRITE(p, " float3 Uv : TEXCOORD0; ");
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WRITE(p, " float4 C1 : COLOR0; ");
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WRITE(p, " float4 C2 : COLOR1; ");
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WRITE(p, " }; ");
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WRITE(p, " ");
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WRITE(p, " struct VS_OUT ");
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WRITE(p, " { ");
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WRITE(p, " float4 ObjPos : POSITION; ");
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WRITE(p, " float4 Uv : TEXCOORD0; ");
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WRITE(p, " float4 C1 : COLOR0; ");
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WRITE(p, " float4 C2 : COLOR1; ");
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if (enableFog) {
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WRITE(p, "float v_fogdepth:FOG;\n");
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}
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WRITE(p, " }; ");
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WRITE(p, " ");
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WRITE(p, " VS_OUT main( VS_IN In ) ");
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WRITE(p, " { ");
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WRITE(p, " VS_OUT Out; ");
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if (1) {
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// Simple pass-through of vertex data to fragment shader
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if (gstate.isModeThrough()) {
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WRITE(p, "Out.ObjPos = mul( float4(In.ObjPos.xyz, 1), u_proj_through );");
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//WRITE(p, "Out.ObjPos.z = ((1+Out.ObjPos.z)/2);"); // Dx z versus opengl z
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} else {
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//WRITE(p, " Out.ObjPos = mul( u_proj, float4(In.ObjPos.xyz, 1) );");
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WRITE(p, "Out.ObjPos = mul( float4(In.ObjPos.xyz, 1), u_proj );");
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//WRITE(p, "Out.ObjPos.z = ((1+Out.ObjPos.z)/2);"); // Dx z versus opengl z
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}
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//WRITE(p, "Out.Uv = In.Uv;");
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WRITE(p, "Out.Uv = float4(In.Uv.xy, 0, In.Uv.z);");
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if (hasColor) {
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WRITE(p, "Out.C1 = In.C1;");
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WRITE(p, "Out.C2 = In.C2;");
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} else {
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WRITE(p, " Out.C1 = u_matambientalpha;\n");
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WRITE(p, " Out.C2 = float4(0,0,0,0);\n");
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}
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if (enableFog) {
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WRITE(p, " Out.v_fogdepth = In.ObjPos.w;\n");
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}
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WRITE(p, " return Out; ");
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}
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WRITE(p, "}\n");
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}
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#endif
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