2011-02-06 01:56:45 +00:00
										 
									 
								 
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								// Copyright (C) 2003 Dolphin Project.
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								// This program is free software: you can redistribute it and/or modify
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								// it under the terms of the GNU General Public License as published by
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								// the Free Software Foundation, version 2.0.
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								// This program is distributed in the hope that it will be useful,
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								// but WITHOUT ANY WARRANTY; without even the implied warranty of
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								// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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								// GNU General Public License 2.0 for more details.
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								// A copy of the GPL 2.0 should have been included with the program.
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								// If not, see http://www.gnu.org/licenses/
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								// Official SVN repository and contact information can be found at
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								// http://code.google.com/p/dolphin-emu/
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								#include "LightingShaderGen.h"
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								#include "NativeVertexFormat.h"
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								#include "XFMemory.h"
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								#define WRITE p+=sprintf
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											2011-09-29 21:21:09 +02:00
										 
									 
								 
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								int GetLightingShaderId(u32* out)
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								{
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									for (u32 i = 0; i < xfregs.numChan.numColorChans; ++i)
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									{
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										out[i] = xfregs.color[i].enablelighting ?
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											(u32)xfregs.color[i].hex :
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											(u32)xfregs.color[i].matsource;
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										out[i] |= (xfregs.alpha[i].enablelighting ?
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											(u32)xfregs.alpha[i].hex :
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											(u32)xfregs.alpha[i].matsource) << 15;
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									}
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									_assert_(xfregs.numChan.numColorChans <= 2);
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									return xfregs.numChan.numColorChans;
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								}
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								// coloralpha - 1 if color, 2 if alpha
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								char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char* lightsName, int coloralpha)
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								{
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									const char* swizzle = "xyzw";
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									if (coloralpha == 1 ) swizzle = "xyz";
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									else if (coloralpha == 2 ) swizzle = "w";
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									if (!(chan.attnfunc & 1)) {
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										// atten disabled
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										switch (chan.diffusefunc) {
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											case LIGHTDIF_NONE:
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												WRITE(p, "lacc.%s += %s[%d].%s;\n", swizzle, lightsName, index * 5, swizzle);
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												break;
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											case LIGHTDIF_SIGN:
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											case LIGHTDIF_CLAMP:
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												WRITE(p, "ldir = normalize(%s[%d + 3].xyz - pos.xyz);\n", lightsName, index * 5);
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												WRITE(p, "lacc.%s += %sdot(ldir, _norm0)) * %s[%d].%s;\n",
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													swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", lightsName, index * 5, swizzle);
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												break;
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											default: _assert_(0);
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										}
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									}
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									else { // spec and spot
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										if (chan.attnfunc == 3) 
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										{ // spot
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											WRITE(p, "ldir = %s[%d + 3].xyz - pos.xyz;\n", lightsName, index * 5);
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											WRITE(p, "dist2 = dot(ldir, ldir);\n"
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												"dist = sqrt(dist2);\n"
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												"ldir = ldir / dist;\n"
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												"attn = max(0.0f, dot(ldir, %s[%d + 4].xyz));\n", lightsName, index * 5);
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											WRITE(p, "attn = max(0.0f, dot(%s[%d + 1].xyz, float3(1.0f, attn, attn*attn))) / dot(%s[%d + 2].xyz, float3(1.0f,dist,dist2));\n", lightsName, index * 5, lightsName, index * 5);
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										}
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										else if (chan.attnfunc == 1) 
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										{ // specular
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											WRITE(p, "ldir = normalize(%s[%d + 3].xyz);\n", lightsName, index * 5);
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											WRITE(p, "attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s[%d + 4].xyz)) : 0.0f;\n", lightsName, index * 5);
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											WRITE(p, "attn = max(0.0f, dot(%s[%d + 1].xyz, float3(1,attn,attn*attn))) / dot(%s[%d + 2].xyz, float3(1,attn,attn*attn));\n", lightsName, index * 5, lightsName, index * 5);
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										}
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										switch (chan.diffusefunc)
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										{
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											case LIGHTDIF_NONE:
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												WRITE(p, "lacc.%s += attn * %s[%d].%s;\n", swizzle, lightsName, index * 5, swizzle);
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												break;
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											case LIGHTDIF_SIGN:
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											case LIGHTDIF_CLAMP:
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												WRITE(p, "lacc.%s += attn * %sdot(ldir, _norm0)) * %s[%d].%s;\n",
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													swizzle, 
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													chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(",
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													lightsName,
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													index * 5, 
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													swizzle);
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												break;
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											default: _assert_(0);
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										}
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									}
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									WRITE(p, "\n");	
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									return p;
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								}
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								// vertex shader
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								// lights/colors
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								// materials name is I_MATERIALS in vs and I_PMATERIALS in ps
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								// inColorName is color in vs and colors_ in ps
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								// dest is o.colors_ in vs and colors_ in ps
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								char *GenerateLightingShader(char *p, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest)
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								{
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									for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++)
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									{
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										const LitChannel& color = xfregs.color[j];
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										const LitChannel& alpha = xfregs.alpha[j];
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										WRITE(p, "{\n");
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										if (color.matsource) {// from vertex
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											if (components & (VB_HAS_COL0 << j))
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												WRITE(p, "mat = %s%d;\n", inColorName, j);
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											else if (components & VB_HAS_COL0)
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												WRITE(p, "mat = %s0;\n", inColorName);
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											else
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												WRITE(p, "mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
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										}
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										else // from color
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											WRITE(p, "mat = %s[%d];\n", materialsName, j+2);
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										if (color.enablelighting) {
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											if (color.ambsource) { // from vertex
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												if (components & (VB_HAS_COL0<<j) )
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													WRITE(p, "lacc = %s%d;\n", inColorName, j);
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												else if (components & VB_HAS_COL0 )
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													WRITE(p, "lacc = %s0;\n", inColorName);
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												else
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							 | 
							
								
							 | 
							
							
													WRITE(p, "lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											else // from color
							 | 
						
					
						
							
								
									
										
										
										
											2011-12-01 00:33:12 -06:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
												WRITE(p, "lacc = %s[%d];\n", materialsName, j);
							 | 
						
					
						
							
								
									
										
										
										
											2011-02-06 01:56:45 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											WRITE(p, "lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										// check if alpha is different
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										if (alpha.matsource != color.matsource) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											if (alpha.matsource) {// from vertex
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												if (components & (VB_HAS_COL0<<j))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
													WRITE(p, "mat.w = %s%d.w;\n", inColorName, j);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												else if (components & VB_HAS_COL0)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
													WRITE(p, "mat.w = %s0.w;\n", inColorName);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												else WRITE(p, "mat.w = 1.0f;\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											else // from color
							 | 
						
					
						
							
								
									
										
										
										
											2011-12-01 00:33:12 -06:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
												WRITE(p, "mat.w = %s[%d].w;\n", materialsName, j+2);
							 | 
						
					
						
							
								
									
										
										
										
											2011-02-06 01:56:45 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										if (alpha.enablelighting)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											if (alpha.ambsource) {// from vertex
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												if (components & (VB_HAS_COL0<<j) )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
													WRITE(p, "lacc.w = %s%d.w;\n", inColorName, j);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												else if (components & VB_HAS_COL0 )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
													WRITE(p, "lacc.w = %s0.w;\n", inColorName);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
													WRITE(p, "lacc.w = 0.0f;\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											else // from color
							 | 
						
					
						
							
								
									
										
										
										
											2011-12-01 00:33:12 -06:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
												WRITE(p, "lacc.w = %s[%d].w;\n", materialsName, j);
							 | 
						
					
						
							
								
									
										
										
										
											2011-02-06 01:56:45 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											WRITE(p, "lacc.w = 1.0f;\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}	
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										if(color.enablelighting && alpha.enablelighting)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											// both have lighting, test if they use the same lights
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											int mask = 0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											if(color.lightparams == alpha.lightparams)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												mask = color.GetFullLightMask() & alpha.GetFullLightMask();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												if(mask)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
													for (int i = 0; i < 8; ++i)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
													{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
														if (mask & (1<<i))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
															p = GenerateLightShader(p, i, color, lightsName, 3);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
													}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											// no shared lights
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											for (int i = 0; i < 8; ++i)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
													p = GenerateLightShader(p, i, color, lightsName, 1);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
													p = GenerateLightShader(p, i, alpha, lightsName, 2);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										else if (color.enablelighting || alpha.enablelighting)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											// lights are disabled on one channel so process only the active ones
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											const LitChannel& workingchannel = color.enablelighting ? color : alpha;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											int coloralpha = color.enablelighting ? 1 : 2;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											for (int i = 0; i < 8; ++i)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												if (workingchannel.GetFullLightMask() & (1<<i))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
													p = GenerateLightShader(p, i, workingchannel, lightsName, coloralpha);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										WRITE(p, "%s%d = mat * saturate(lacc);\n", dest, j);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										WRITE(p, "}\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									return p;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 |