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	SwRasterizer: Run clang-format
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					 1 changed files with 83 additions and 45 deletions
				
			
		|  | @ -125,11 +125,12 @@ float LookupLightingLut(size_t lut_index, u8 index, float delta) { | ||||||
|     return lut_value + lut_diff * delta; |     return lut_value + lut_diff * delta; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) { | std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | ||||||
|  |     const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) { | ||||||
|     const auto& lighting = g_state.regs.lighting; |     const auto& lighting = g_state.regs.lighting; | ||||||
| 
 | 
 | ||||||
|     if (lighting.disable) |     if (lighting.disable) | ||||||
|         return {{}, {}}; |         return {Math::MakeVec<u8>(0, 0, 0, 0), Math::MakeVec<u8>(0, 0, 0, 0)}; | ||||||
| 
 | 
 | ||||||
|     // TODO(Subv): Bump mapping
 |     // TODO(Subv): Bump mapping
 | ||||||
|     Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f}; |     Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f}; | ||||||
|  | @ -151,7 +152,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | ||||||
|         unsigned num = lighting.light_enable.GetNum(light_index); |         unsigned num = lighting.light_enable.GetNum(light_index); | ||||||
|         const auto& light_config = g_state.regs.lighting.light[num]; |         const auto& light_config = g_state.regs.lighting.light[num]; | ||||||
| 
 | 
 | ||||||
|         Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(), float16::FromRaw(light_config.y).ToFloat32(), float16::FromRaw(light_config.z).ToFloat32()}; |         Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(), | ||||||
|  |                                       float16::FromRaw(light_config.y).ToFloat32(), | ||||||
|  |                                       float16::FromRaw(light_config.z).ToFloat32()}; | ||||||
| 
 | 
 | ||||||
|         if (light_config.config.directional) |         if (light_config.config.directional) | ||||||
|             light_vector = position; |             light_vector = position; | ||||||
|  | @ -173,11 +176,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | ||||||
|             auto distance = (-view - position).Length(); |             auto distance = (-view - position).Length(); | ||||||
|             float scale = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32(); |             float scale = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32(); | ||||||
|             float bias = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32(); |             float bias = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32(); | ||||||
|             size_t lut = static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num; |             size_t lut = | ||||||
|  |                 static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num; | ||||||
| 
 | 
 | ||||||
|             float sample_loc = scale * distance + bias; |             float sample_loc = scale * distance + bias; | ||||||
| 
 | 
 | ||||||
|             u8 lutindex = MathUtil::Clamp(std::floor(sample_loc * 256.f), 0.0f, 255.0f); |             u8 lutindex = | ||||||
|  |                 static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.f), 0.0f, 255.0f)); | ||||||
|             float delta = sample_loc * 256 - lutindex; |             float delta = sample_loc * 256 - lutindex; | ||||||
|             dist_atten = LookupLightingLut(lut, lutindex, delta); |             dist_atten = LookupLightingLut(lut, lutindex, delta); | ||||||
|         } |         } | ||||||
|  | @ -192,7 +197,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|         auto GetLutIndex = [&](unsigned num, LightingRegs::LightingLutInput input, |         auto GetLutIndex = [&](unsigned num, LightingRegs::LightingLutInput input, | ||||||
|                               bool abs) -> std::tuple<u8, float> { |                                bool abs) -> std::tuple<u8, float> { | ||||||
| 
 | 
 | ||||||
|             Math::Vec3<float> norm_view = view.Normalized(); |             Math::Vec3<float> norm_view = view.Normalized(); | ||||||
|             Math::Vec3<float> half_angle = (norm_view + light_vector).Normalized(); |             Math::Vec3<float> half_angle = (norm_view + light_vector).Normalized(); | ||||||
|  | @ -216,7 +221,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | ||||||
|                 break; |                 break; | ||||||
| 
 | 
 | ||||||
|             default: |             default: | ||||||
|                 LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input); |                 LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input)); | ||||||
|                 UNIMPLEMENTED(); |                 UNIMPLEMENTED(); | ||||||
|                 result = 0.f; |                 result = 0.f; | ||||||
|             } |             } | ||||||
|  | @ -227,14 +232,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | ||||||
|                 else |                 else | ||||||
|                     result = std::max(result, 0.0f); |                     result = std::max(result, 0.0f); | ||||||
| 
 | 
 | ||||||
|                 u8 lutindex = MathUtil::Clamp(std::floor(result * 256.f), 0.0f, 255.0f); |                 float flr = std::floor(result * 256.f); | ||||||
|  |                 u8 lutindex = static_cast<u8>(MathUtil::Clamp(flr, 0.0f, 255.0f)); | ||||||
|                 float delta = result * 256 - lutindex; |                 float delta = result * 256 - lutindex; | ||||||
|                 return { lutindex, delta }; |                 return {lutindex, delta}; | ||||||
|             } else { |             } else { | ||||||
|                 float flr = std::floor(result * 128.f); |                 float flr = std::floor(result * 128.f); | ||||||
|                 s8 tmpi = MathUtil::Clamp(flr, -128.0f, 127.0f); |                 s8 lutindex = static_cast<u8>(MathUtil::Clamp(flr, -128.0f, 127.0f)); | ||||||
|                 float delta = result * 128.f - tmpi; |                 float delta = result * 128.f - lutindex; | ||||||
|                 return { tmpi & 0xFF, delta }; |                 return {static_cast<u8>(lutindex), delta}; | ||||||
|             } |             } | ||||||
|         }; |         }; | ||||||
| 
 | 
 | ||||||
|  | @ -247,11 +253,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | ||||||
|             // Lookup specular "distribution 0" LUT value
 |             // Lookup specular "distribution 0" LUT value
 | ||||||
|             u8 index; |             u8 index; | ||||||
|             float delta; |             float delta; | ||||||
|             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d0.Value(), lighting.abs_lut_input.disable_d0 == 0); |             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d0.Value(), | ||||||
|  |                                                  lighting.abs_lut_input.disable_d0 == 0); | ||||||
| 
 | 
 | ||||||
|             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d0); |             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d0); | ||||||
| 
 | 
 | ||||||
|             d0_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution0), index, delta); |             d0_lut_value = | ||||||
|  |                 scale * | ||||||
|  |                 LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution0), | ||||||
|  |                                   index, delta); | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|         Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f(); |         Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f(); | ||||||
|  | @ -263,11 +273,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | ||||||
| 
 | 
 | ||||||
|             u8 index; |             u8 index; | ||||||
|             float delta; |             float delta; | ||||||
|             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0); |             std::tie(index, delta) = | ||||||
|  |                 GetLutIndex(num, lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0); | ||||||
| 
 | 
 | ||||||
|             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rr); |             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rr); | ||||||
| 
 | 
 | ||||||
|             refl_value.x = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed), index, delta); |             refl_value.x = | ||||||
|  |                 scale * | ||||||
|  |                 LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed), | ||||||
|  |                                   index, delta); | ||||||
|         } else { |         } else { | ||||||
|             refl_value.x = 1.0f; |             refl_value.x = 1.0f; | ||||||
|         } |         } | ||||||
|  | @ -279,11 +293,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | ||||||
| 
 | 
 | ||||||
|             u8 index; |             u8 index; | ||||||
|             float delta; |             float delta; | ||||||
|             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0); |             std::tie(index, delta) = | ||||||
|  |                 GetLutIndex(num, lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0); | ||||||
| 
 | 
 | ||||||
|             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rg); |             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rg); | ||||||
| 
 | 
 | ||||||
|             refl_value.y = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen), index, delta); |             refl_value.y = | ||||||
|  |                 scale * | ||||||
|  |                 LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen), | ||||||
|  |                                   index, delta); | ||||||
|         } else { |         } else { | ||||||
|             refl_value.y = refl_value.x; |             refl_value.y = refl_value.x; | ||||||
|         } |         } | ||||||
|  | @ -295,11 +313,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | ||||||
| 
 | 
 | ||||||
|             u8 index; |             u8 index; | ||||||
|             float delta; |             float delta; | ||||||
|             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0); |             std::tie(index, delta) = | ||||||
|  |                 GetLutIndex(num, lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0); | ||||||
| 
 | 
 | ||||||
|             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rb); |             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rb); | ||||||
| 
 | 
 | ||||||
|             refl_value.z = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue), index, delta); |             refl_value.z = | ||||||
|  |                 scale * | ||||||
|  |                 LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue), | ||||||
|  |                                   index, delta); | ||||||
|         } else { |         } else { | ||||||
|             refl_value.z = refl_value.x; |             refl_value.z = refl_value.x; | ||||||
|         } |         } | ||||||
|  | @ -312,54 +334,72 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | ||||||
|             // Lookup specular "distribution 1" LUT value
 |             // Lookup specular "distribution 1" LUT value
 | ||||||
|             u8 index; |             u8 index; | ||||||
|             float delta; |             float delta; | ||||||
|             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d1.Value(), lighting.abs_lut_input.disable_d1 == 0); |             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d1.Value(), | ||||||
|  |                                                  lighting.abs_lut_input.disable_d1 == 0); | ||||||
| 
 | 
 | ||||||
|             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d1); |             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d1); | ||||||
| 
 | 
 | ||||||
|             d1_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution1), index, delta); |             d1_lut_value = | ||||||
|  |                 scale * | ||||||
|  |                 LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution1), | ||||||
|  |                                   index, delta); | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|         Math::Vec3<float> specular_1 = d1_lut_value * refl_value * light_config.specular_1.ToVec3f(); |         Math::Vec3<float> specular_1 = | ||||||
|  |             d1_lut_value * refl_value * light_config.specular_1.ToVec3f(); | ||||||
| 
 | 
 | ||||||
|         if (lighting.config1.disable_lut_fr == 0 && |         if (lighting.config1.disable_lut_fr == 0 && | ||||||
|             LightingRegs::IsLightingSamplerSupported( |             LightingRegs::IsLightingSamplerSupported(lighting.config0.config, | ||||||
|                 lighting.config0.config, LightingRegs::LightingSampler::Fresnel)) { |                                                      LightingRegs::LightingSampler::Fresnel)) { | ||||||
| 
 | 
 | ||||||
|             // Lookup fresnel LUT value
 |             // Lookup fresnel LUT value
 | ||||||
|             u8 index; |             u8 index; | ||||||
|             float delta; |             float delta; | ||||||
|             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.fr.Value(), lighting.abs_lut_input.disable_fr == 0); |             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.fr.Value(), | ||||||
|  |                                                  lighting.abs_lut_input.disable_fr == 0); | ||||||
| 
 | 
 | ||||||
|             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.fr); |             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.fr); | ||||||
| 
 | 
 | ||||||
|             float lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Fresnel), index, delta); |             float lut_value = | ||||||
|  |                 scale * | ||||||
|  |                 LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Fresnel), | ||||||
|  |                                   index, delta); | ||||||
| 
 | 
 | ||||||
|             // Enabled for difffuse lighting alpha component
 |             // Enabled for diffuse lighting alpha component
 | ||||||
|             if (lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::PrimaryAlpha || |             if (lighting.config0.fresnel_selector == | ||||||
|  |                     LightingRegs::LightingFresnelSelector::PrimaryAlpha || | ||||||
|                 lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) { |                 lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) { | ||||||
|                 diffuse_sum.a() *= lut_value; |                 diffuse_sum.a() *= lut_value; | ||||||
|             } |             } | ||||||
| 
 | 
 | ||||||
|             // Enabled for the specular lighting alpha component
 |             // Enabled for the specular lighting alpha component
 | ||||||
|             if (lighting.config0.fresnel_selector == |             if (lighting.config0.fresnel_selector == | ||||||
|                 LightingRegs::LightingFresnelSelector::SecondaryAlpha || |                     LightingRegs::LightingFresnelSelector::SecondaryAlpha || | ||||||
|                 lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) { |                 lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) { | ||||||
|                 specular_sum.a() *= lut_value; |                 specular_sum.a() *= lut_value; | ||||||
|             } |             } | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
| 
 |         auto diffuse = | ||||||
|         auto diffuse = light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f(); |             light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f(); | ||||||
|         diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f); |         diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f); | ||||||
| 
 | 
 | ||||||
|         specular_sum += Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.f); |         specular_sum += | ||||||
|  |             Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.f); | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f); |     diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f); | ||||||
|     return { | 
 | ||||||
|         Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255, MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255, MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255, MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255).Cast<u8>(), |     return {Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255, | ||||||
|         Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255, MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255, MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255, MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255).Cast<u8>() |                                  MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255, | ||||||
|     }; |                                  MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255, | ||||||
|  |                                  MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255) | ||||||
|  |                 .Cast<u8>(), | ||||||
|  |             Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255, | ||||||
|  |                                  MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255, | ||||||
|  |                                  MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255, | ||||||
|  |                                  MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255) | ||||||
|  |                 .Cast<u8>()}; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240)); | MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240)); | ||||||
|  | @ -554,19 +594,16 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | ||||||
|             }; |             }; | ||||||
| 
 | 
 | ||||||
|             Math::Quaternion<float> normquat{ |             Math::Quaternion<float> normquat{ | ||||||
|                 { |                 {GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(), | ||||||
|                     GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(), |                  GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(), | ||||||
|                     GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(), |                  GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()}, | ||||||
|                     GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32() |  | ||||||
|                 }, |  | ||||||
|                 GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(), |                 GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(), | ||||||
|             }; |             }; | ||||||
| 
 | 
 | ||||||
|             Math::Vec3<float> fragment_position{ |             Math::Vec3<float> fragment_position{ | ||||||
|                 GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(), |                 GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(), | ||||||
|                 GetInterpolatedAttribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(), |                 GetInterpolatedAttribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(), | ||||||
|                 GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32() |                 GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32()}; | ||||||
|             }; |  | ||||||
| 
 | 
 | ||||||
|             Math::Vec2<float24> uv[3]; |             Math::Vec2<float24> uv[3]; | ||||||
|             uv[0].u() = GetInterpolatedAttribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u()); |             uv[0].u() = GetInterpolatedAttribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u()); | ||||||
|  | @ -685,7 +722,8 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | ||||||
|             Math::Vec4<u8> primary_fragment_color; |             Math::Vec4<u8> primary_fragment_color; | ||||||
|             Math::Vec4<u8> secondary_fragment_color; |             Math::Vec4<u8> secondary_fragment_color; | ||||||
| 
 | 
 | ||||||
|             std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors(normquat, fragment_position); |             std::tie(primary_fragment_color, secondary_fragment_color) = | ||||||
|  |                 ComputeFragmentsColors(normquat, fragment_position); | ||||||
| 
 | 
 | ||||||
|             for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size(); |             for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size(); | ||||||
|                  ++tev_stage_index) { |                  ++tev_stage_index) { | ||||||
|  |  | ||||||
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