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@ -106,16 +106,14 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, lighting_lut_buffer.handle);
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// Setup the LUT for the fog
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{
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fog_lut.Create();
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state.fog_lut.texture_1d = fog_lut.handle;
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}
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fog_lut.Create();
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state.fog_lut.texture_buffer = fog_lut.handle;
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state.Apply();
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fog_lut_buffer.Create();
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glBindBuffer(GL_TEXTURE_BUFFER, fog_lut_buffer.handle);
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glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
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glActiveTexture(TextureUnits::FogLUT.Enum());
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glTexImage1D(GL_TEXTURE_1D, 0, GL_R32UI, 128, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, nullptr);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, fog_lut_buffer.handle);
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// Setup the noise LUT for proctex
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proctex_noise_lut.Create();
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@ -1356,16 +1354,17 @@ void RasterizerOpenGL::SyncFogColor() {
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}
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void RasterizerOpenGL::SyncFogLUT() {
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std::array<GLuint, 128> new_data;
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std::array<GLvec2, 128> new_data;
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std::transform(Pica::g_state.fog.lut.begin(), Pica::g_state.fog.lut.end(), new_data.begin(),
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[](const auto& entry) { return entry.raw; });
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[](const auto& entry) {
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return GLvec2{entry.ToFloat(), entry.DiffToFloat()};
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});
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if (new_data != fog_lut_data) {
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fog_lut_data = new_data;
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glActiveTexture(TextureUnits::FogLUT.Enum());
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glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 128, GL_RED_INTEGER, GL_UNSIGNED_INT,
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fog_lut_data.data());
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glBindBuffer(GL_TEXTURE_BUFFER, fog_lut_buffer.handle);
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glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec2), new_data.data());
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}
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}
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