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@ -24,6 +24,42 @@ using TevStageConfig = TexturingRegs::TevStageConfig;
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namespace GLShader {
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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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struct LightSrc {
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vec3 specular_0;
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vec3 specular_1;
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vec3 diffuse;
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vec3 ambient;
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vec3 position;
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vec3 spot_direction;
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float dist_atten_bias;
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float dist_atten_scale;
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};
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layout (std140) uniform shader_data {
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vec2 framebuffer_scale;
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
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int scissor_x1;
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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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vec3 fog_color;
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vec2 proctex_noise_f;
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vec2 proctex_noise_a;
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vec2 proctex_noise_p;
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vec3 lighting_global_ambient;
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LightSrc light_src[NUM_LIGHTS];
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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vec4 clip_coef;
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};
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)";
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PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
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PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
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PicaShaderConfig res;
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PicaShaderConfig res;
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@ -1008,8 +1044,6 @@ std::string GenerateFragmentShader(const PicaShaderConfig& config) {
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std::string out = R"(
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std::string out = R"(
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#version 330 core
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#version 330 core
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#define NUM_TEV_STAGES 6
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#define NUM_LIGHTS 8
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in vec4 primary_color;
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in vec4 primary_color;
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in vec2 texcoord[3];
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in vec2 texcoord[3];
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@ -1021,36 +1055,6 @@ in vec4 gl_FragCoord;
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out vec4 color;
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out vec4 color;
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struct LightSrc {
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vec3 specular_0;
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vec3 specular_1;
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vec3 diffuse;
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vec3 ambient;
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vec3 position;
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vec3 spot_direction;
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float dist_atten_bias;
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float dist_atten_scale;
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};
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layout (std140) uniform shader_data {
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vec2 framebuffer_scale;
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
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int scissor_x1;
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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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vec3 fog_color;
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vec2 proctex_noise_f;
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vec2 proctex_noise_a;
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vec2 proctex_noise_p;
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vec3 lighting_global_ambient;
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LightSrc light_src[NUM_LIGHTS];
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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};
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uniform sampler2D tex[3];
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uniform sampler2D tex[3];
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uniform samplerBuffer lighting_lut;
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uniform samplerBuffer lighting_lut;
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uniform samplerBuffer fog_lut;
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uniform samplerBuffer fog_lut;
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@ -1059,7 +1063,11 @@ uniform samplerBuffer proctex_color_map;
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uniform samplerBuffer proctex_alpha_map;
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uniform samplerBuffer proctex_alpha_map;
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uniform samplerBuffer proctex_lut;
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uniform samplerBuffer proctex_lut;
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uniform samplerBuffer proctex_diff_lut;
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uniform samplerBuffer proctex_diff_lut;
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)";
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out += UniformBlockDef;
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out += R"(
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// Rotate the vector v by the quaternion q
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// Rotate the vector v by the quaternion q
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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@ -1190,6 +1198,12 @@ out float texcoord0_w;
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out vec4 normquat;
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out vec4 normquat;
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out vec3 view;
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out vec3 view;
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)";
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out += UniformBlockDef;
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out += R"(
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void main() {
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void main() {
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primary_color = vert_color;
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primary_color = vert_color;
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texcoord[0] = vert_texcoord0;
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texcoord[0] = vert_texcoord0;
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@ -1200,7 +1214,7 @@ void main() {
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view = vert_view;
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view = vert_view;
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gl_Position = vert_position;
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gl_Position = vert_position;
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gl_ClipDistance[0] = -vert_position.z; // fixed PICA clipping plane z <= 0
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gl_ClipDistance[0] = -vert_position.z; // fixed PICA clipping plane z <= 0
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// TODO (wwylele): calculate gl_ClipDistance[1] from user-defined clipping plane
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gl_ClipDistance[1] = dot(clip_coef, vert_position);
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}
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}
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)";
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)";
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