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@ -32,6 +32,7 @@ namespace GLShader {
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static const std::string UniformBlockDef = R"(
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#define NUM_TEV_STAGES 6
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#define NUM_LIGHTS 8
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#define NUM_LIGHTING_SAMPLERS 24
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struct LightSrc {
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vec3 specular_0;
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@ -55,6 +56,13 @@ layout (std140) uniform shader_data {
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int scissor_y1;
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int scissor_x2;
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int scissor_y2;
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int fog_lut_offset;
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int proctex_noise_lut_offset;
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int proctex_color_map_offset;
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int proctex_alpha_map_offset;
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int proctex_lut_offset;
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int proctex_diff_lut_offset;
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ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
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vec3 fog_color;
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vec2 proctex_noise_f;
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vec2 proctex_noise_a;
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@ -1017,7 +1025,7 @@ void AppendProcTexClamp(std::string& out, const std::string& var, ProcTexClamp m
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}
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void AppendProcTexCombineAndMap(std::string& out, ProcTexCombiner combiner,
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const std::string& map_lut) {
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const std::string& map_lut, const std::string& offset) {
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std::string combined;
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switch (combiner) {
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case ProcTexCombiner::U:
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@ -1055,7 +1063,7 @@ void AppendProcTexCombineAndMap(std::string& out, ProcTexCombiner combiner,
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combined = "0.0";
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break;
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}
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out += "ProcTexLookupLUT(" + map_lut + ", " + combined + ")";
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out += "ProcTexLookupLUT(" + map_lut + ", " + offset + ", " + combined + ")";
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}
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void AppendProcTexSampler(std::string& out, const PicaFSConfig& config) {
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@ -1064,12 +1072,12 @@ void AppendProcTexSampler(std::string& out, const PicaFSConfig& config) {
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// coord=1.0 is lut[127]+lut_diff[127]. For other indices, the result is interpolated using
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// value entries and difference entries.
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out += R"(
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float ProcTexLookupLUT(samplerBuffer lut, float coord) {
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float ProcTexLookupLUT(samplerBuffer lut, int offset, float coord) {
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coord *= 128;
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float index_i = clamp(floor(coord), 0.0, 127.0);
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float index_f = coord - index_i; // fract() cannot be used here because 128.0 needs to be
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// extracted as index_i = 127.0 and index_f = 1.0
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vec2 entry = texelFetch(lut, int(index_i)).rg;
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vec2 entry = texelFetch(lut, int(index_i) + offset).rg;
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return clamp(entry.r + entry.g * index_f, 0.0, 1.0);
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}
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)";
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@ -1105,8 +1113,8 @@ float ProcTexNoiseCoef(vec2 x) {
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float g2 = ProcTexNoiseRand2D(point + vec2(0.0, 1.0)) * (frac.x + frac.y - 1.0);
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float g3 = ProcTexNoiseRand2D(point + vec2(1.0, 1.0)) * (frac.x + frac.y - 2.0);
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float x_noise = ProcTexLookupLUT(proctex_noise_lut, frac.x);
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float y_noise = ProcTexLookupLUT(proctex_noise_lut, frac.y);
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float x_noise = ProcTexLookupLUT(proctex_noise_lut, proctex_noise_lut_offset, frac.x);
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float y_noise = ProcTexLookupLUT(proctex_noise_lut, proctex_noise_lut_offset, frac.y);
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float x0 = mix(g0, g1, x_noise);
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float x1 = mix(g2, g3, x_noise);
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return mix(x0, x1, y_noise);
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@ -1148,7 +1156,8 @@ float ProcTexNoiseCoef(vec2 x) {
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// Combine and map
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out += "float lut_coord = ";
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AppendProcTexCombineAndMap(out, config.state.proctex.color_combiner, "proctex_color_map");
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AppendProcTexCombineAndMap(out, config.state.proctex.color_combiner, "proctex_color_map",
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"proctex_color_map_offset");
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out += ";\n";
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// Look up color
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@ -1162,14 +1171,16 @@ float ProcTexNoiseCoef(vec2 x) {
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out += "int lut_index_i = int(lut_coord) + " +
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std::to_string(config.state.proctex.lut_offset) + ";\n";
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out += "float lut_index_f = fract(lut_coord);\n";
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out += "vec4 final_color = texelFetch(proctex_lut, lut_index_i) + lut_index_f * "
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"texelFetch(proctex_diff_lut, lut_index_i);\n";
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out += "vec4 final_color = texelFetch(proctex_lut, lut_index_i + proctex_lut_offset) + "
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"lut_index_f * "
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"texelFetch(proctex_diff_lut, lut_index_i + proctex_diff_lut_offset);\n";
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break;
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case ProcTexFilter::Nearest:
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case ProcTexFilter::NearestMipmapLinear:
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case ProcTexFilter::NearestMipmapNearest:
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out += "lut_coord += " + std::to_string(config.state.proctex.lut_offset) + ";\n";
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out += "vec4 final_color = texelFetch(proctex_lut, int(round(lut_coord)));\n";
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out += "vec4 final_color = texelFetch(proctex_lut, int(round(lut_coord)) + "
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"proctex_lut_offset);\n";
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break;
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}
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@ -1177,7 +1188,8 @@ float ProcTexNoiseCoef(vec2 x) {
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// Note: in separate alpha mode, the alpha channel skips the color LUT look up stage. It
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// uses the output of CombineAndMap directly instead.
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out += "float final_alpha = ";
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AppendProcTexCombineAndMap(out, config.state.proctex.alpha_combiner, "proctex_alpha_map");
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AppendProcTexCombineAndMap(out, config.state.proctex.alpha_combiner, "proctex_alpha_map",
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"proctex_alpha_map_offset");
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out += ";\n";
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out += "return vec4(final_color.xyz, final_alpha);\n}\n";
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} else {
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@ -1238,7 +1250,7 @@ vec3 quaternion_rotate(vec4 q, vec3 v) {
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}
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float LookupLightingLUT(int lut_index, int index, float delta) {
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vec2 entry = texelFetch(lighting_lut, lut_index * 256 + index).rg;
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vec2 entry = texelFetch(lighting_lut, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
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return entry.r + entry.g * delta;
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}
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@ -1481,7 +1493,7 @@ vec4 secondary_fragment_color = vec4(0.0);
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// Generate clamped fog factor from LUT for given fog index
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out += "float fog_i = clamp(floor(fog_index), 0.0, 127.0);\n";
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out += "float fog_f = fog_index - fog_i;\n";
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out += "vec2 fog_lut_entry = texelFetch(fog_lut, int(fog_i)).rg;\n";
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out += "vec2 fog_lut_entry = texelFetch(fog_lut, int(fog_i) + fog_lut_offset).rg;\n";
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out += "float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;\n";
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out += "fog_factor = clamp(fog_factor, 0.0, 1.0);\n";
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