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Shade mapping: Use the light vector as lighting sees it
Environment map S and T are (N.L + 1) / 2 with L the light's vector as lighting uses it: from the vertex to the light for point and spot lights, a zero vector staying zero, and the half vector for a light that does specular. Whether lighting or the light is enabled still doesn't matter (gpu/lighting/shademap). The vertex shader ID now carries the type and computation of the shade mapping lights (the ubershader reads them from u_lightControl), so both shader caches get a new version. Fixes the hair shine in iDOLM@STER SP (#12376). Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
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@@ -116,8 +116,22 @@ void ComputeVertexShaderID(VShaderID *id_out, u32 vertType, bool useHWTransform,
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id.SetBits(VS_BIT_LS1, 2, gstate.getUVLS1());
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}
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if (doShadeMapping) {
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// Shade mapping depends on the type of its lights and whether they do specular, even when
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// they're off. The ubershader reads that from u_lightControl instead.
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if (gstate_c.Use(GPU_USE_LIGHT_UBERSHADER)) {
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id.SetBit(VS_BIT_LIGHT_UBERSHADER);
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} else {
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const int shadeLights[2] = { gstate.getUVLS0(), gstate.getUVLS1() };
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for (int l : shadeLights) {
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id.SetBits(VS_BIT_LIGHT0_COMP + 4 * l, 2, gstate.getLightComputation(l));
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id.SetBits(VS_BIT_LIGHT0_TYPE + 4 * l, 2, gstate.getLightType(l));
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}
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}
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}
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if (gstate.isLightingEnabled()) {
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// doShadeMapping is stored as UVGenMode, and light type doesn't matter for shade mapping.
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// doShadeMapping is stored as UVGenMode.
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id.SetBit(VS_BIT_LIGHTING_ENABLE);
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if (gstate_c.Use(GPU_USE_LIGHT_UBERSHADER)) {
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id.SetBit(VS_BIT_LIGHT_UBERSHADER);
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@@ -333,23 +333,11 @@ SoftwareTransformAction RunSoftwareTransform(SoftwareTransformParams ¶ms, in
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case GE_TEXMAP_ENVIRONMENT_MAP:
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// Shade mapping - use two light sources to generate U and V.
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{
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auto getLPosFloat = [&](int l, int i) {
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return getFloat24(gstate.lpos[l * 3 + i]);
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};
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auto getLPos = [&](int l) {
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return Vec3f(getLPosFloat(l, 0), getLPosFloat(l, 1), getLPosFloat(l, 2));
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};
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auto calcShadingLPos = [&](int l) {
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Vec3f pos = getLPos(l);
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return pos.NormalizedOr001(cpu_info.bSSE4_1);
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};
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// Might not have lighting enabled, so don't use lighter.
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Vec3f lightpos0 = calcShadingLPos(gstate.getUVLS0());
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Vec3f lightpos1 = calcShadingLPos(gstate.getUVLS1());
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uv[0] = (1.0f + Dot(lightpos0, worldnormal))/2.0f;
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uv[1] = (1.0f + Dot(lightpos1, worldnormal))/2.0f;
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const Vec3f viewDir = PSPViewDirection(gstate.viewMatrix);
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const Vec3f worldpos(out[0], out[1], out[2]);
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uv[0] = PSPShadeMapCoord(gstate.getUVLS0(), worldpos, worldnormal, viewDir);
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uv[1] = PSPShadeMapCoord(gstate.getUVLS1(), worldpos, worldnormal, viewDir);
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uv[2] = 1.0f;
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}
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break;
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@@ -23,6 +23,7 @@
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#include "Common/CommonTypes.h"
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#include "GPU/Math3D.h"
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#include "GPU/GPU.h"
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#include "GPU/GPUState.h"
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struct Color4 {
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float r, g, b, a;
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@@ -90,6 +91,26 @@ inline Vec3f PSPViewDirection(const float viewMatrix[12]) {
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return Vec3f(viewMatrix[2], viewMatrix[5], viewMatrix[8]).NormalizedOr001(false);
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}
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inline Vec3f NormalizedOr000(const Vec3f &v) {
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float len2 = v.Length2();
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return len2 > 0.0f ? v * (1.0f / sqrtf(len2)) : Vec3f(0.0f, 0.0f, 0.0f);
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}
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// Shade mapping (environment map UV gen) coordinate from light l: (N.L + 1) / 2, with L the light's
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// direction as lighting sees it (a zero vector stays zero), or the half vector if the light does
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// specular. Lighting and light enables don't matter (gpu/lighting/shademap).
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inline float PSPShadeMapCoord(int l, const Vec3f &worldpos, const Vec3f &worldnormal, const Vec3f &viewDir) {
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Vec3f L(getFloat24(gstate.lpos[l * 3]), getFloat24(gstate.lpos[l * 3 + 1]), getFloat24(gstate.lpos[l * 3 + 2]));
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if (gstate.getLightType(l) != GE_LIGHTTYPE_DIRECTIONAL) {
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L -= worldpos;
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}
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L = NormalizedOr000(L);
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if (gstate.isUsingSpecularLight(l)) {
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L = NormalizedOr000(L + viewDir);
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}
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return (Dot(L, worldnormal) + 1.0f) * 0.5f;
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}
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// Convenient way to do precomputation to save the parts of the lighting calculation
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// that's common between the many vertices of a draw call.
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class Lighter {
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@@ -135,7 +135,9 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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int matUpdate = id.Bits(VS_BIT_MATERIAL_UPDATE, 3);
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bool lightUberShader = id.Bit(VS_BIT_LIGHT_UBERSHADER) && enableLighting; // checking lighting here for the shader test's benefit, in reality if ubershader is set, lighting is set.
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if (lightUberShader && !compat.bitwiseOps) {
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// With the ubershader, shade mapping reads its lights' type and computation from u_lightControl.
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bool shadeUberShader = id.Bit(VS_BIT_LIGHT_UBERSHADER) && doShadeMapping;
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if ((lightUberShader || shadeUberShader) && !compat.bitwiseOps) {
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*errorString = "Light ubershader requires bitwise ops in shader language";
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return false;
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}
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@@ -349,7 +351,7 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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WRITE(p, "uniform vec4 u_uvscaleoffset;\n");
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*uniformMask |= DIRTY_UVSCALEOFFSET;
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if (lightUberShader) {
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if (lightUberShader || shadeUberShader) {
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p.C("uniform uint u_lightControl;\n");
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*uniformMask |= DIRTY_LIGHT_CONTROL;
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}
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@@ -428,6 +430,10 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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WRITE(p, " float len2 = dot(v, v);\n");
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WRITE(p, " return len2 == 0.0 ? vec3(0.0, 0.0, 1.0) : (v * inversesqrt(len2));\n");
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WRITE(p, "}\n");
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WRITE(p, "vec3 normalizeOr000(vec3 v) {\n");
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WRITE(p, " float len2 = dot(v, v);\n");
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WRITE(p, " return len2 == 0.0 ? splat3(0.0) : (v * inversesqrt(len2));\n");
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WRITE(p, "}\n");
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// The GE's pow for lighting: exp2(e * log2(x)), with log2 and exp2 each a straight line
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// between powers of two. Continuous, so floor() landing on the wrong side of a power of
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// two is harmless.
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@@ -500,7 +506,7 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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} else {
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WRITE(p, " mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, %s1.0, 0.0), u_world).xyz);\n", flipNormal ? "-" : "");
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}
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if (enableLighting) {
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if (enableLighting || doShadeMapping) {
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// The viewer is at infinity along view space +z: in world space, the view matrix's third column.
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if (compat.shaderLanguage == HLSL_D3D11) {
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WRITE(p, " mediump vec3 viewDir = normalizeOr001(vec3(u_view[0].z, u_view[1].z, u_view[2].z));\n");
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@@ -869,9 +875,31 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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snprintf(ls0Str, sizeof(ls0Str), "%d", ls0);
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snprintf(ls1Str, sizeof(ls1Str), "%d", ls1);
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}
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std::string lightFactor0 = StringFromFormat("(length(u_lightpos%s) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos%s), worldnormal))", ls0Str, ls0Str);
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std::string lightFactor1 = StringFromFormat("(length(u_lightpos%s) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos%s), worldnormal))", ls1Str, ls1Str);
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WRITE(p, " %sv_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + %s, 1.0 + %s) * 0.5, 1.0);\n", compat.vsOutPrefix, lightFactor0.c_str(), lightFactor1.c_str());
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// N.L with L the light vector as lighting sees it (zero stays zero), or the half vector
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// if the light does specular. Whether lighting or the light is on doesn't matter.
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auto shadeLight = [&](int ls, const char *lsStr, const char *name) {
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if (shadeUberShader) {
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p.F(" vec3 %s = u_lightpos%s;\n", name, lsStr);
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p.F(" if (((u_lightControl >> 0x%02xu) & 0x3u) != 0x0u) %s = u_lightpos%s - worldpos;\n", 4 + 4 * ls + 2, name, lsStr);
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p.F(" %s = normalizeOr000(%s);\n", name, name);
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p.F(" if (((u_lightControl >> 0x%02xu) & 0x3u) == 0x1u) %s = normalizeOr000(%s + viewDir);\n", 4 + 4 * ls, name, name);
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return;
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}
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GELightType type = static_cast<GELightType>(id.Bits(VS_BIT_LIGHT0_TYPE + 4 * ls, 2));
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GELightComputation comp = static_cast<GELightComputation>(id.Bits(VS_BIT_LIGHT0_COMP + 4 * ls, 2));
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if (type == GE_LIGHTTYPE_DIRECTIONAL) {
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// Prenormalized.
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p.F(" vec3 %s = u_lightpos%s;\n", name, lsStr);
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} else {
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p.F(" vec3 %s = normalizeOr000(u_lightpos%s - worldpos);\n", name, lsStr);
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}
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if (comp == GE_LIGHTCOMP_BOTH) {
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p.F(" %s = normalizeOr000(%s + viewDir);\n", name, name);
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}
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};
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shadeLight(ls0, ls0Str, "shadeL0");
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shadeLight(ls1, ls1Str, "shadeL1");
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WRITE(p, " %sv_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(shadeL0, worldnormal), 1.0 + dot(shadeL1, worldnormal)) * 0.5, 1.0);\n", compat.vsOutPrefix);
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}
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break;
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@@ -856,7 +856,7 @@ enum class CacheDetectFlags {
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};
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#define CACHE_HEADER_MAGIC 0x83277592
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#define CACHE_VERSION 43
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#define CACHE_VERSION 44
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struct CacheHeader {
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uint32_t magic;
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@@ -194,20 +194,11 @@ void ComputeState(State *state, bool hasColor0) {
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state->usesWorldNormal = gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP || anyDiffuse || anySpecular;
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}
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static inline float GenerateLightCoord(VertexData &vertex, const WorldCoords &worldnormal, int light) {
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// TODO: Should specular lighting should affect this, too? Doesn't in GLES.
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Vec3<float> L = GetLightVec(gstate.lpos, light);
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// In other words, L.Length2() == 0.0f means Dot({0, 0, 1}, worldnormal).
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float diffuse_factor = Dot(L.NormalizedOr001(cpu_info.bSSE4_1), worldnormal);
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return (diffuse_factor + 1.0f) / 2.0f;
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}
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void GenerateLightST(VertexData &vertex, const WorldCoords &worldnormal) {
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void GenerateLightST(VertexData &vertex, const WorldCoords &worldpos, const WorldCoords &worldnormal, const Vec3f &viewDir) {
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// Always calculate texture coords from lighting results if environment mapping is active
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// This should be done even if lighting is disabled altogether.
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vertex.texturecoords.s() = GenerateLightCoord(vertex, worldnormal, gstate.getUVLS0());
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vertex.texturecoords.t() = GenerateLightCoord(vertex, worldnormal, gstate.getUVLS1());
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vertex.texturecoords.s() = PSPShadeMapCoord(gstate.getUVLS0(), worldpos, worldnormal, viewDir);
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vertex.texturecoords.t() = PSPShadeMapCoord(gstate.getUVLS1(), worldpos, worldnormal, viewDir);
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}
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#if defined(_M_SSE)
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@@ -68,7 +68,7 @@ struct State {
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void ComputeState(State *state, bool hasColor0);
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void GenerateLightST(VertexData &vertex, const WorldCoords &worldnormal);
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void GenerateLightST(VertexData &vertex, const WorldCoords &worldpos, const WorldCoords &worldnormal, const Vec3f &viewDir);
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void Process(VertexData &vertex, const WorldCoords &worldpos, const WorldCoords &worldnormal, const State &state);
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}
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@@ -111,7 +111,7 @@ const SoftwareCommandTableEntry softgpuCommandTable[] = {
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{ GE_CMD_FOGENABLE, 0, SoftDirty::PIXEL_BASIC | SoftDirty::PIXEL_CACHED | SoftDirty::TRANSFORM_BASIC | SoftDirty::TRANSFORM_FOG | SoftDirty::TRANSFORM_MATRIX },
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{ GE_CMD_TEXMODE, 0, SoftDirty::SAMPLER_BASIC | SoftDirty::SAMPLER_TEXLIST | SoftDirty::RAST_TEX },
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// Currently this doesn't affect any state, but maybe it should.
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{ GE_CMD_TEXSHADELS },
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{ GE_CMD_TEXSHADELS, 0, SoftDirty::TRANSFORM_BASIC },
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{ GE_CMD_SHADEMODE, 0, SoftDirty::RAST_BASIC },
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{ GE_CMD_TEXFUNC, 0, SoftDirty::SAMPLER_BASIC },
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{ GE_CMD_COLORTEST, 0, SoftDirty::PIXEL_BASIC | SoftDirty::PIXEL_CACHED },
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@@ -260,6 +260,12 @@ void ComputeTransformState(TransformState *state, const VertexReader &vreader) {
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} else {
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state->lightingState.usesWorldNormal = state->uvGenMode == GE_TEXMAP_ENVIRONMENT_MAP;
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}
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if (state->uvGenMode == GE_TEXMAP_ENVIRONMENT_MAP) {
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// Shade mapping uses the light vector as lighting sees it, which depends on position for other lights.
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if (!gstate.isDirectionalLight(gstate.getUVLS0()) || !gstate.isDirectionalLight(gstate.getUVLS1())) {
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canSkipWorldPos = false;
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}
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}
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state->lightingState.viewDir = PSPViewDirection(gstate.viewMatrix);
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float world[16];
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@@ -448,7 +454,7 @@ ClipVertexData TransformUnit::ReadVertex(const VertexReader &vreader, const Tran
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Vec3<float> stq = Vec3ByMatrix43(source, gstate.tgenMatrix);
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vertex.v.texturecoords = Vec3Packedf(stq.x, stq.y, stq.z);
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} else if (state.uvGenMode == GE_TEXMAP_ENVIRONMENT_MAP) {
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Lighting::GenerateLightST(vertex.v, worldnormal);
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Lighting::GenerateLightST(vertex.v, worldpos, worldnormal, state.lightingState.viewDir);
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}
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PROFILE_THIS_SCOPE("light");
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@@ -369,7 +369,7 @@ enum class VulkanCacheDetectFlags {
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};
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#define CACHE_HEADER_MAGIC 0xff51f420
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#define CACHE_VERSION 60
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#define CACHE_VERSION 61
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struct VulkanCacheHeader {
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uint32_t magic;
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