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Update gles.patch
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OFFTKP committed Jul 21, 2024
1 parent b90c159 commit 82df95c
Showing 1 changed file with 12 additions and 12 deletions.
24 changes: 12 additions & 12 deletions .github/gles.patch
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,7 @@ index 990e2f80..2e7842ac 100644

void main() {
diff --git a/src/host_shaders/opengl_fragment_shader.frag b/src/host_shaders/opengl_fragment_shader.frag
index 9f369e39..b4bb19d3 100644
index b9f9fe4c..f1cf286f 100644
--- a/src/host_shaders/opengl_fragment_shader.frag
+++ b/src/host_shaders/opengl_fragment_shader.frag
@@ -1,4 +1,5 @@
Expand All @@ -31,8 +31,8 @@ index 9f369e39..b4bb19d3 100644

in vec4 v_quaternion;
in vec4 v_colour;
@@ -164,11 +165,17 @@ float lutLookup(uint lut, int index) {
return texelFetch(u_tex_lighting_lut, ivec2(index, int(lut)), 0).r;
@@ -166,11 +167,17 @@ float lutLookup(uint lut, int index) {
return texelFetch(u_tex_luts, ivec2(index, int(lut)), 0).r;
}

+// some gles versions have bitfieldExtractCompat and complain if you redefine it, some don't and compile error, using this instead
Expand All @@ -50,7 +50,7 @@ index 9f369e39..b4bb19d3 100644
}

// Convert an arbitrary-width floating point literal to an f32
@@ -208,16 +215,16 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
@@ -210,16 +217,16 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light

bool current_sampler_enabled = isSamplerEnabled(environment_id, lut_id); // 7 luts per environment

Expand All @@ -70,7 +70,7 @@ index 9f369e39..b4bb19d3 100644
switch (input_id) {
case 0u: {
delta = dot(normal, normalize(half_vector));
@@ -239,11 +246,11 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
@@ -241,11 +248,11 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
int GPUREG_LIGHTi_SPOTDIR_LOW = int(readPicaReg(0x0146u + (light_id << 4u)));
int GPUREG_LIGHTi_SPOTDIR_HIGH = int(readPicaReg(0x0147u + (light_id << 4u)));

Expand All @@ -86,7 +86,7 @@ index 9f369e39..b4bb19d3 100644

if ((se_x & 0x1000) == 0x1000) se_x |= 0xffffe000;
if ((se_y & 0x1000) == 0x1000) se_y |= 0xffffe000;
@@ -270,9 +277,9 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
@@ -272,9 +279,9 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
}

// 0 = enabled
Expand All @@ -98,7 +98,7 @@ index 9f369e39..b4bb19d3 100644
delta = max(delta, 0.0);
} else {
delta = abs(delta);
@@ -296,7 +303,7 @@ vec3 rotateVec3ByQuaternion(vec3 v, vec4 q) {
@@ -298,7 +305,7 @@ vec3 rotateVec3ByQuaternion(vec3 v, vec4 q) {
// Implements the following algorthm: https://mathb.in/26766
void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
uint GPUREG_LIGHTING_ENABLE = readPicaReg(0x008Fu);
Expand All @@ -107,7 +107,7 @@ index 9f369e39..b4bb19d3 100644
primary_color = secondary_color = vec4(0.0);
return;
}
@@ -313,7 +320,7 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
@@ -315,7 +322,7 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
GPUREG_LIGHTING_LUTINPUT_ABS = readPicaReg(0x01D0u);
GPUREG_LIGHTING_LUTINPUT_SELECT = readPicaReg(0x01D1u);

Expand All @@ -116,7 +116,7 @@ index 9f369e39..b4bb19d3 100644

// Bump mode is ignored for now because it breaks some games ie. Toad Treasure Tracker
switch (bump_mode) {
@@ -326,15 +333,15 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
@@ -328,15 +335,15 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);

Expand All @@ -135,7 +135,7 @@ index 9f369e39..b4bb19d3 100644

uint GPUREG_LIGHTi_SPECULAR0 = readPicaReg(0x0140u + (light_id << 4u));
uint GPUREG_LIGHTi_SPECULAR1 = readPicaReg(0x0141u + (light_id << 4u));
@@ -346,12 +353,12 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
@@ -348,12 +355,12 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {

float light_distance;
vec3 light_position = vec3(
Expand All @@ -151,7 +151,7 @@ index 9f369e39..b4bb19d3 100644
light_vector = light_position + v_view;
}

@@ -367,23 +374,23 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
@@ -369,23 +376,23 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
float NdotL = dot(normal, light_vector); // N dot Li

// Two sided diffuse
Expand Down Expand Up @@ -181,7 +181,7 @@ index 9f369e39..b4bb19d3 100644

float distance_attenuation_bias = decodeFP(GPUREG_LIGHTi_ATTENUATION_BIAS, 7u, 12u);
float distance_attenuation_scale = decodeFP(GPUREG_LIGHTi_ATTENUATION_SCALE, 7u, 12u);
@@ -428,8 +435,8 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
@@ -430,8 +437,8 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
specular_sum.rgb += light_factor * clamp_factor * (specular0 + specular1);
}

Expand Down

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