Round TEV outputs and the final fragment output in GLSL
Fixes water effect in SM3DL
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39fce60145
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734279ff22
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@ -509,9 +509,10 @@ static void WriteTevStage(std::string& out, const PicaShaderConfig& config, unsi
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AppendColorModifier(out, config, stage.color_modifier3, stage.color_source3, index_name);
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AppendColorModifier(out, config, stage.color_modifier3, stage.color_source3, index_name);
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out += ");\n";
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out += ");\n";
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out += "vec3 color_output_" + index_name + " = ";
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// Round the output of each TEV stage to maintain the PICA's 8 bits of precision
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out += "vec3 color_output_" + index_name + " = byteround(";
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AppendColorCombiner(out, stage.color_op, "color_results_" + index_name);
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AppendColorCombiner(out, stage.color_op, "color_results_" + index_name);
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out += ";\n";
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out += ");\n";
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if (stage.color_op == TevStageConfig::Operation::Dot3_RGBA) {
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if (stage.color_op == TevStageConfig::Operation::Dot3_RGBA) {
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// result of Dot3_RGBA operation is also placed to the alpha component
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// result of Dot3_RGBA operation is also placed to the alpha component
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@ -528,9 +529,9 @@ static void WriteTevStage(std::string& out, const PicaShaderConfig& config, unsi
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index_name);
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index_name);
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out += ");\n";
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out += ");\n";
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out += "float alpha_output_" + index_name + " = ";
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out += "float alpha_output_" + index_name + " = byteround(";
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AppendAlphaCombiner(out, stage.alpha_op, "alpha_results_" + index_name);
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AppendAlphaCombiner(out, stage.alpha_op, "alpha_results_" + index_name);
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out += ";\n";
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out += ");\n";
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}
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}
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out += "last_tex_env_out = vec4("
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out += "last_tex_env_out = vec4("
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@ -1099,6 +1100,22 @@ float LookupLightingLUTSigned(int lut_index, float pos) {
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return LookupLightingLUT(lut_index, index, delta);
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return LookupLightingLUT(lut_index, index, delta);
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}
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}
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float byteround(float x) {
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return round(x * 255.0) / 255.0;
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}
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vec2 byteround(vec2 x) {
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return round(x * 255.0) / 255.0;
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}
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vec3 byteround(vec3 x) {
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return round(x * 255.0) / 255.0;
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}
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vec4 byteround(vec4 x) {
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return round(x * 255.0) / 255.0;
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}
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)";
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)";
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if (config.state.proctex.enable)
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if (config.state.proctex.enable)
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@ -1108,7 +1125,7 @@ float LookupLightingLUTSigned(int lut_index, float pos) {
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// This maintains the PICA's 8 bits of precision
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// This maintains the PICA's 8 bits of precision
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out += R"(
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out += R"(
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void main() {
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void main() {
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vec4 rounded_primary_color = round(primary_color * 255.0) / 255.0;
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vec4 rounded_primary_color = byteround(primary_color);
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vec4 primary_fragment_color = vec4(0.0);
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vec4 primary_fragment_color = vec4(0.0);
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vec4 secondary_fragment_color = vec4(0.0);
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vec4 secondary_fragment_color = vec4(0.0);
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)";
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)";
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@ -1183,7 +1200,8 @@ vec4 secondary_fragment_color = vec4(0.0);
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}
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}
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out += "gl_FragDepth = depth;\n";
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out += "gl_FragDepth = depth;\n";
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out += "color = last_tex_env_out;\n";
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// Round the final fragment color to maintain the PICA's 8 bits of precision
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out += "color = byteround(last_tex_env_out);\n";
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out += "}";
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out += "}";
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