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@ -38,6 +38,7 @@ uint maxTextures(CMaterial::TShader shader)
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switch (shader)
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{
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case CMaterial::Specular:
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case CMaterial::UserColor: // UserColor has the same texture set up twice
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return 2;
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default:
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return IDRV_MAT_MAXTEXTURES;
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@ -108,9 +109,10 @@ CMaterial::TShader getSupportedShader(CMaterial::TShader shader)
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{
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switch (shader)
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{
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case CMaterial::UserColor:
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case CMaterial::Normal:
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case CMaterial::UserColor:
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case CMaterial::Specular:
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case CMaterial::LightMap:
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return shader;
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default:
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return CMaterial::Normal;
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@ -349,6 +351,10 @@ void ppGenerate(std::string &result, const CPPBuiltin &desc)
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uint maxTex = maxTextures(desc.Shader);
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for (uint stage = 0; stage < maxTex; ++stage)
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{
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if (stage == 1 && desc.Shader == CMaterial::UserColor)
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{
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ss << "// user color" << std::endl;
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}
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if (useTex(desc, stage))
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{
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ss << "uniform "
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@ -384,15 +390,15 @@ void ppGenerate(std::string &result, const CPPBuiltin &desc)
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ss << "uniform vec4 fogColor;" << std::endl;
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/*if (desc->getFogMode() == CShaderDesc::Linear)
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{
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{*/
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ss << "uniform float fogDensity;" << std::endl;
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}*/
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/*}*/
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ss << "smooth in vec4 ecPos;" << std::endl;
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/*switch(desc->getFogMode())
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{
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case CShaderDesc::Linear:
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{*/
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//case CShaderDesc::Linear:
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ss << "vec4 applyFog(vec4 col)" << std::endl;
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ss << "{" << std::endl;
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ss << "float z = ecPos.z / ecPos.w;" << std::endl;
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@ -403,8 +409,8 @@ void ppGenerate(std::string &result, const CPPBuiltin &desc)
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ss << "return fColor;" << std::endl;
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ss << "}" << std::endl;
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ss << std::endl;
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break;
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}*/
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// break;
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/*}*/
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ss << std::endl;
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}
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@ -432,7 +438,11 @@ void ppGenerate(std::string &result, const CPPBuiltin &desc)
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for (uint stage = 0; stage < maxTex; ++stage)
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{
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if (useTex(desc, stage))
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if (stage == 1 && desc.Shader == CMaterial::UserColor)
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{
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ss << "vec4 texel1 = texel0;" << std::endl; // UserColor has one single texture set up in two textures, we optimize this away here
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}
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else if (useTex(desc, stage))
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{
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ss << "vec4 texel" << stage << " = texture(sampler" << stage << ", ";
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if (hasFlag(desc.VertexFormat, g_VertexFlags[TexCoord0 + stage]))
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@ -571,7 +581,7 @@ void CPPBuiltin::checkMaterialStateTouched(CMaterial &mat) // MUST NOT depend on
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uint8 textureActive = 0x00;
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for (uint stage = 0; stage < maxTex; ++stage)
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{
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NL3D::ITexture *tex = mat.getTexture(stage);
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NL3D::ITexture *tex = mat._Textures[stage];
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if (tex)
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{
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textureActive |= (1 << stage);
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@ -595,9 +605,9 @@ void CPPBuiltin::checkMaterialStateTouched(CMaterial &mat) // MUST NOT depend on
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{
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for (uint stage = 0; stage < maxTex; ++stage)
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{
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if (TexEnvMode[stage] != mat.getTexEnvMode(stage))
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if (TexEnvMode[stage] != mat._TexEnvs[stage].EnvPacked)
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{
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TexEnvMode[stage] = mat.getTexEnvMode(stage);
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TexEnvMode[stage] = mat._TexEnvs[stage].EnvPacked;
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Touched = true;
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}
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}
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