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								// Copyright 2015 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#include "VideoCommon/UberShaderVertex.h"
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								#include "VideoCommon/DriverDetails.h"
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								#include "VideoCommon/NativeVertexFormat.h"
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								#include "VideoCommon/UberShaderCommon.h"
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								#include "VideoCommon/VertexShaderGen.h"
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								#include "VideoCommon/VideoConfig.h"
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								#include "VideoCommon/XFMemory.h"
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								namespace UberShader
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								{
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								VertexShaderUid GetVertexShaderUid()
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								{
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								  VertexShaderUid out;
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								  vertex_ubershader_uid_data* uid_data = out.GetUidData<vertex_ubershader_uid_data>();
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								  memset(uid_data, 0, sizeof(*uid_data));
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								  uid_data->num_texgens = xfmem.numTexGen.numTexGens;
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								  return out;
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								}
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								static void GenVertexShaderTexGens(APIType ApiType, u32 numTexgen, ShaderCode& out);
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								ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
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								                           const vertex_ubershader_uid_data* uid_data)
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								{
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								  const bool msaa = host_config.msaa;
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								  const bool ssaa = host_config.ssaa;
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								  const bool per_pixel_lighting = host_config.per_pixel_lighting;
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								  const bool vertex_rounding = host_config.vertex_rounding;
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								  const u32 numTexgen = uid_data->num_texgens;
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								  ShaderCode out;
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								  out.Write("// Vertex UberShader\n\n");
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								  out.Write("%s", s_lighting_struct);
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								  // uniforms
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								  if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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								    out.Write("UBO_BINDING(std140, 2) uniform VSBlock {\n");
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								  else
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								    out.Write("cbuffer VSBlock {\n");
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								  out.Write(s_shader_uniforms);
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								  out.Write("};\n");
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								  out.Write("struct VS_OUTPUT {\n");
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								  GenerateVSOutputMembers(out, ApiType, numTexgen, per_pixel_lighting, "");
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								  out.Write("};\n\n");
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								  WriteUberShaderCommonHeader(out, ApiType, host_config);
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								  WriteLightingFunction(out);
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								  if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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								  {
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								    out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
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								    out.Write("ATTRIBUTE_LOCATION(%d) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB);
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								    out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm0;\n", SHADER_NORM0_ATTRIB);
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								    out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm1;\n", SHADER_NORM1_ATTRIB);
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								    out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB);
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								    out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB);
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								    out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawcolor1;\n", SHADER_COLOR1_ATTRIB);
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								    for (int i = 0; i < 8; ++i)
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								      out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawtex%d;\n", SHADER_TEXTURE0_ATTRIB + i, i);
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								    // We need to always use output blocks for Vulkan, but geometry shaders are also optional.
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								    if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
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								    {
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								      out.Write("VARYING_LOCATION(0) out VertexData {\n");
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								      GenerateVSOutputMembers(out, ApiType, numTexgen, per_pixel_lighting,
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								                              GetInterpolationQualifier(msaa, ssaa, true, false));
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								      out.Write("} vs;\n");
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								    }
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								    else
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								    {
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								      // Let's set up attributes
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								      for (u32 i = 0; i < numTexgen; ++i)
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								        out.Write("%s out float3 tex%u;\n", GetInterpolationQualifier(msaa, ssaa), i);
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								      out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
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								      if (per_pixel_lighting)
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								      {
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								        out.Write("%s out float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa));
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								        out.Write("%s out float3 WorldPos;\n", GetInterpolationQualifier(msaa, ssaa));
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								      }
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								      out.Write("%s out float4 colors_0;\n", GetInterpolationQualifier(msaa, ssaa));
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								      out.Write("%s out float4 colors_1;\n", GetInterpolationQualifier(msaa, ssaa));
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								    }
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								    out.Write("void main()\n{\n");
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								  }
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								  else  // D3D
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								  {
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								    out.Write("VS_OUTPUT main(\n");
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								    // inputs
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								    out.Write("  float3 rawnorm0 : NORMAL0,\n");
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								    out.Write("  float3 rawnorm1 : NORMAL1,\n");
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								    out.Write("  float3 rawnorm2 : NORMAL2,\n");
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								    out.Write("  float4 rawcolor0 : COLOR0,\n");
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								    out.Write("  float4 rawcolor1 : COLOR1,\n");
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								    for (int i = 0; i < 8; ++i)
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								      out.Write("  float3 rawtex%d : TEXCOORD%d,\n", i, i);
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								    out.Write("  uint posmtx : BLENDINDICES,\n");
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								    out.Write("  float4 rawpos : POSITION) {\n");
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								  }
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								  out.Write("VS_OUTPUT o;\n"
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								            "\n");
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								  // Transforms
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								  out.Write("// Position matrix\n"
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								            "float4 P0;\n"
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								            "float4 P1;\n"
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								            "float4 P2;\n"
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								            "\n"
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								            "// Normal matrix\n"
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								            "float3 N0;\n"
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								            "float3 N1;\n"
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								            "float3 N2;\n"
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								            "\n"
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								            "if ((components & %uu) != 0u) {// VB_HAS_POSMTXIDX\n",
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								            VB_HAS_POSMTXIDX);
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								  out.Write("  // Vertex format has a per-vertex matrix\n"
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								            "  int posidx = int(posmtx.r);\n"
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								            "  P0 = " I_TRANSFORMMATRICES "[posidx];\n"
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								            "  P1 = " I_TRANSFORMMATRICES "[posidx+1];\n"
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								            "  P2 = " I_TRANSFORMMATRICES "[posidx+2];\n"
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								            "\n"
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								            "  int normidx = posidx >= 32 ? (posidx - 32) : posidx;\n"
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								            "  N0 = " I_NORMALMATRICES "[normidx].xyz;\n"
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								            "  N1 = " I_NORMALMATRICES "[normidx+1].xyz;\n"
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								            "  N2 = " I_NORMALMATRICES "[normidx+2].xyz;\n"
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								            "} else {\n"
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								            "  // One shared matrix\n"
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								            "  P0 = " I_POSNORMALMATRIX "[0];\n"
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								            "  P1 = " I_POSNORMALMATRIX "[1];\n"
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								            "  P2 = " I_POSNORMALMATRIX "[2];\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "  N0 = " I_POSNORMALMATRIX "[3].xyz;\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "  N1 = " I_POSNORMALMATRIX "[4].xyz;\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "  N2 = " I_POSNORMALMATRIX "[5].xyz;\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "}\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "float4 pos = float4(dot(P0, rawpos), dot(P1, rawpos), dot(P2, rawpos), 1.0);\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "[1], pos), dot(" I_PROJECTION "[2], pos), dot(" I_PROJECTION "[3], pos));\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "// Only the first normal gets normalized (TODO: why?)\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "float3 _norm0 = float3(0.0, 0.0, 0.0);\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "if ((components & %uu) != 0u) // VB_HAS_NRM0\n",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            VB_HAS_NRM0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      "  _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      "\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      "float3 _norm1 = float3(0.0, 0.0, 0.0);\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      "if ((components & %uu) != 0u) // VB_HAS_NRM1\n",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      VB_HAS_NRM1);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "float3 _norm2 = float3(0.0, 0.0, 0.0);\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "if ((components & %uu) != 0u) // VB_HAS_NRM2\n",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            VB_HAS_NRM2);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // Hardware Lighting
							 | 
						
					
						
							
								
									
										
										
										
											2017-07-27 20:52:20 +10:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  WriteVertexLighting(out, ApiType, "pos.xyz", "_norm0", "rawcolor0", "rawcolor1", "o.colors_0",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                      "o.colors_1");
							 | 
						
					
						
							
								
									
										
										
										
											2017-07-20 15:25:27 +10:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // Texture Coordinates
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (numTexgen > 0)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    GenVertexShaderTexGens(ApiType, numTexgen, out);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // clipPos/w needs to be done in pixel shader, not here
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("o.clipPos = o.pos;\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2017-07-27 20:52:20 +10:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  if (per_pixel_lighting)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("o.Normal = _norm0;\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("o.WorldPos = pos.xyz;\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("if ((components & %uu) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("  o.colors_0 = rawcolor0;\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("if ((components & %uu) != 0u) // VB_HAS_COL1\n", VB_HAS_COL1);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("  o.colors_1 = rawcolor1;\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2017-07-20 15:25:27 +10:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // If we can disable the incorrect depth clipping planes using depth clamping, then we can do
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // our own depth clipping and calculate the depth range before the perspective divide if
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // necessary.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (host_config.backend_depth_clamp)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // Since we're adjusting z for the depth range before the perspective divide, we have to do our
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // own clipping. We want to clip so that -w <= z <= 0, which matches the console -1..0 range.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // We adjust our depth value for clipping purposes to match the perspective projection in the
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // software backend, which is a hack to fix Sonic Adventure and Unleashed games.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("float clipDepth = o.pos.z * (1.0 - 1e-7);\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("o.clipDist0 = clipDepth + o.pos.w;\n");  // Near: z < -w
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("o.clipDist1 = -clipDepth;\n");           // Far: z > 0
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // Write the true depth value. If the game uses depth textures, then the pixel shader will
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // override it with the correct values if not then early z culling will improve speed.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // There are two different ways to do this, when the depth range is oversized, we process
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // the depth range in the vertex shader, if not we let the host driver handle it.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  //
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // Adjust z for the depth range. We're using an equation which incorperates a depth inversion,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // so we can map the console -1..0 range to the 0..1 range used in the depth buffer.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // We have to handle the depth range in the vertex shader instead of after the perspective
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // divide, because some games will use a depth range larger than what is allowed by the
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // graphics API. These large depth ranges will still be clipped to the 0..1 range, so these
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // games effectively add a depth bias to the values written to the depth buffer.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - "
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (!host_config.backend_clip_control)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // If the graphics API doesn't support a depth range of 0..1, then we need to map z to
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // the -1..1 range. Unfortunately we have to use a substraction, which is a lossy floating-point
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // operation that can introduce a round-trip error.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("o.pos.z = o.pos.z * 2.0 - o.pos.w;\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // Correct for negative viewports by mirroring all vertices. We need to negate the height here,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // since the viewport height is already negated by the render backend.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("o.pos.xy *= sign(" I_PIXELCENTERCORRECTION ".xy * float2(1.0, -1.0));\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // The console GPU places the pixel center at 7/12 in screen space unless
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // in some primitives being placed one pixel too far to the bottom-right,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // which in turn can be critical if it happens for clear quads.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // Hence, we compensate for this pixel center difference so that primitives
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // get rasterized correctly.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (vertex_rounding)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // By now our position is in clip space. However, higher resolutions than the Wii outputs
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // cause an additional pixel offset. Due to a higher pixel density we need to correct this
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // by converting our clip-space position into the Wii's screen-space.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // Acquire the right pixel and then convert it back.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("if (o.pos.w == 1.0f)\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("{\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("\tfloat ss_pixel_x = ((o.pos.x + 1.0f) * (" I_VIEWPORT_SIZE ".x * 0.5f));\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("\tfloat ss_pixel_y = ((o.pos.y + 1.0f) * (" I_VIEWPORT_SIZE ".y * 0.5f));\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("\tss_pixel_x = round(ss_pixel_x);\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("\tss_pixel_y = round(ss_pixel_y);\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("\to.pos.x = ((ss_pixel_x / (" I_VIEWPORT_SIZE ".x * 0.5f)) - 1.0f);\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("\to.pos.y = ((ss_pixel_y / (" I_VIEWPORT_SIZE ".y * 0.5f)) - 1.0f);\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("}\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							
								
									
										
										
										
											2017-07-27 20:52:20 +10:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								      AssignVSOutputMembers(out, "vs", "o", numTexgen, per_pixel_lighting);
							 | 
						
					
						
							
								
									
										
										
										
											2017-07-20 15:25:27 +10:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      // TODO: Pass interface blocks between shader stages even if geometry shaders
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      // are not supported, however that will require at least OpenGL 3.2 support.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      for (u32 i = 0; i < numTexgen; ++i)
							 | 
						
					
						
							
								
									
										
										
										
											2017-07-27 01:01:25 +10:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								        out.Write("tex%d.xyz = o.tex%d;\n", i, i);
							 | 
						
					
						
							
								
									
										
										
										
											2017-07-20 15:25:27 +10:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      out.Write("clipPos = o.clipPos;\n");
							 | 
						
					
						
							
								
									
										
										
										
											2017-07-27 20:52:20 +10:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								      if (per_pixel_lighting)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        out.Write("Normal = o.Normal;\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        out.Write("WorldPos = o.WorldPos;\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      }
							 | 
						
					
						
							
								
									
										
										
										
											2017-07-20 15:25:27 +10:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      out.Write("colors_0 = o.colors_0;\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      out.Write("colors_1 = o.colors_1;\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    if (host_config.backend_depth_clamp)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      out.Write("gl_ClipDistance[0] = o.clipDist0;\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      out.Write("gl_ClipDistance[1] = o.clipDist1;\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // Vulkan NDC space has Y pointing down (right-handed NDC space).
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    if (ApiType == APIType::Vulkan)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      out.Write("gl_Position = float4(o.pos.x, -o.pos.y, o.pos.z, o.pos.w);\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      out.Write("gl_Position = o.pos;\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  else  // D3D
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("return o;\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("}\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  return out;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								void GenVertexShaderTexGens(APIType ApiType, u32 numTexgen, ShaderCode& out)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // The HLSL compiler complains that the output texture coordinates are uninitialized when trying
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // to dynamically index them.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  for (u32 i = 0; i < numTexgen; i++)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("o.tex%u = float3(0.0, 0.0, 0.0);\n", i);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("// Texture coordinate generation\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (numTexgen == 1)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("{ const uint texgen = 0u;\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("%sfor (uint texgen = 0u; texgen < %uu; texgen++) {\n",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								              ApiType == APIType::D3D ? "[loop] " : "", numTexgen);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  // Texcoord transforms\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "  uint texMtxInfo = xfmem_texMtxInfo(texgen);\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  switch (%s) {\n", BitfieldExtract("texMtxInfo", TexMtxInfo().sourcerow).c_str());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  case %uu: // XF_SRCGEOM_INROW\n", XF_SRCGEOM_INROW);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("    coord.xyz = rawpos.xyz;\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("    break;\n\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  case %uu: // XF_SRCNORMAL_INROW\n", XF_SRCNORMAL_INROW);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      "    coord.xyz = ((components & %uu /* VB_HAS_NRM0 */) != 0u) ? rawnorm0.xyz : coord.xyz;",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      VB_HAS_NRM0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("    break;\n\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  case %uu: // XF_SRCBINORMAL_T_INROW\n", XF_SRCBINORMAL_T_INROW);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      "    coord.xyz = ((components & %uu /* VB_HAS_NRM1 */) != 0u) ? rawnorm1.xyz : coord.xyz;",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      VB_HAS_NRM1);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("    break;\n\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  case %uu: // XF_SRCBINORMAL_B_INROW\n", XF_SRCBINORMAL_B_INROW);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      "    coord.xyz = ((components & %uu /* VB_HAS_NRM2 */) != 0u) ? rawnorm2.xyz : coord.xyz;",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      VB_HAS_NRM2);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("    break;\n\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  for (u32 i = 0; i < 8; i++)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("  case %uu: // XF_SRCTEX%u_INROW\n", XF_SRCTEX0_INROW + i, i);
							 | 
						
					
						
							
								
									
										
										
										
											2017-07-27 01:01:25 +10:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    out.Write(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        "    coord = ((components & %uu /* VB_HAS_UV%u */) != 0u) ? float4(rawtex%u.x, rawtex%u.y, "
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        "1.0, 1.0) : coord;\n",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        VB_HAS_UV0 << i, i, i, i);
							 | 
						
					
						
							
								
									
										
										
										
											2017-07-20 15:25:27 +10:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("    break;\n\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  }\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  // Input form of AB11 sets z element to 1.0\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  if (%s == %uu) // inputform == XF_TEXINPUT_AB11\n",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            BitfieldExtract("texMtxInfo", TexMtxInfo().inputform).c_str(), XF_TEXINPUT_AB11);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("    coord.z = 1.0f;\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  // first transformation\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  uint texgentype = %s;\n",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            BitfieldExtract("texMtxInfo", TexMtxInfo().texgentype).c_str());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  float3 output_tex;\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "  switch (texgentype)\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "  {\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  case %uu: // XF_TEXGEN_EMBOSS_MAP\n", XF_TEXGEN_EMBOSS_MAP);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("    {\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("      uint light = %s;\n",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            BitfieldExtract("texMtxInfo", TexMtxInfo().embosslightshift).c_str());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("      uint source = %s;\n",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            BitfieldExtract("texMtxInfo", TexMtxInfo().embosssourceshift).c_str());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("      switch (source) {\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  for (u32 i = 0; i < numTexgen; i++)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("      case %uu: output_tex.xyz = o.tex%u; break;\n", i, i);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("      default: output_tex.xyz = float3(0.0, 0.0, 0.0); break;\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "      }\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("      if ((components & %uu) != 0u) { // VB_HAS_NRM1 | VB_HAS_NRM2\n",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            VB_HAS_NRM1 | VB_HAS_NRM2);  // Should this be VB_HAS_NRM1 | VB_HAS_NRM2
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("        float3 ldir = normalize(" I_LIGHTS "[light].pos.xyz - pos.xyz);\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "        output_tex.xyz += float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "      }\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "    }\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "    break;\n\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  case %uu: // XF_TEXGEN_COLOR_STRGBC0\n", XF_TEXGEN_COLOR_STRGBC0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("    output_tex.xyz = float3(o.colors_0.x, o.colors_0.y, 1.0);\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "    break;\n\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  case %uu: // XF_TEXGEN_COLOR_STRGBC1\n", XF_TEXGEN_COLOR_STRGBC1);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("    output_tex.xyz = float3(o.colors_1.x, o.colors_1.y, 1.0);\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "    break;\n\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  default:  // Also XF_TEXGEN_REGULAR\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "    {\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("      if ((components & (%uu /* VB_HAS_TEXMTXIDX0 */ << texgen)) != 0u) {\n",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            VB_HAS_TEXMTXIDX0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("        // This is messy, due to dynamic indexing of the input texture coordinates.\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "        // Hopefully the compiler will unroll this whole loop anyway and the switch.\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "        int tmp = 0;\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "        switch (texgen) {\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  for (u32 i = 0; i < numTexgen; i++)
							 | 
						
					
						
							
								
									
										
										
										
											2017-07-27 01:01:25 +10:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    out.Write("        case %uu: tmp = int(rawtex%u.z); break;\n", i, i);
							 | 
						
					
						
							
								
									
										
										
										
											2017-07-20 15:25:27 +10:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("        }\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("        if (%s == %uu) {\n",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            BitfieldExtract("texMtxInfo", TexMtxInfo().projection).c_str(), XF_TEXPROJ_STQ);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("          output_tex.xyz = float3(dot(coord, " I_TRANSFORMMATRICES "[tmp]),\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "                                  dot(coord, " I_TRANSFORMMATRICES "[tmp + 1]),\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "                                  dot(coord, " I_TRANSFORMMATRICES "[tmp + 2]));\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "        } else {\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "          output_tex.xyz = float3(dot(coord, " I_TRANSFORMMATRICES "[tmp]),\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "                                  dot(coord, " I_TRANSFORMMATRICES "[tmp + 1]),\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "                                  1.0);\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "        }\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "      } else {\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("        if (%s == %uu) {\n",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            BitfieldExtract("texMtxInfo", TexMtxInfo().projection).c_str(), XF_TEXPROJ_STQ);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("          output_tex.xyz = float3(dot(coord, " I_TEXMATRICES "[3u * texgen]),\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "                                  dot(coord, " I_TEXMATRICES "[3u * texgen + 1u]),\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "                                  dot(coord, " I_TEXMATRICES "[3u * texgen + 2u]));\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "        } else {\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "          output_tex.xyz = float3(dot(coord, " I_TEXMATRICES "[3u * texgen]),\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "                                  dot(coord, " I_TEXMATRICES "[3u * texgen + 1u]),\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "                                  1.0);\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "        }\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "      }\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "    }\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "    break;\n\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "  }\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  if (xfmem_dualTexInfo != 0u) {\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("    uint postMtxInfo = xfmem_postMtxInfo(texgen);");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("    uint base_index = %s;\n",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            BitfieldExtract("postMtxInfo", PostMtxInfo().index).c_str());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("    float4 P0 = " I_POSTTRANSFORMMATRICES "[base_index & 0x3fu];\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "    float4 P1 = " I_POSTTRANSFORMMATRICES "[(base_index + 1u) & 0x3fu];\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "    float4 P2 = " I_POSTTRANSFORMMATRICES "[(base_index + 2u) & 0x3fu];\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("    if (%s != 0u)\n", BitfieldExtract("postMtxInfo", PostMtxInfo().normalize).c_str());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("      output_tex.xyz = normalize(output_tex.xyz);\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "    // multiply by postmatrix\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "    output_tex.xyz = float3(dot(P0.xyz, output_tex.xyz) + P0.w,\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "                            dot(P1.xyz, output_tex.xyz) + P1.w,\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "                            dot(P2.xyz, output_tex.xyz) + P2.w);\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "  }\n\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // When q is 0, the GameCube appears to have a special case
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // This can be seen in devkitPro's neheGX Lesson08 example for Wii
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // Makes differences in Rogue Squadron 3 (Hoth sky) and The Last Story (shadow culling)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  if (texgentype == %uu && output_tex.z == 0.0) // XF_TEXGEN_REGULAR\n",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            XF_TEXGEN_REGULAR);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      "    output_tex.xy = clamp(output_tex.xy / 2.0f, float2(-1.0f,-1.0f), float2(1.0f,1.0f));\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      "\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  // Hopefully GPUs that can support dynamic indexing will optimize this.\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  switch (texgen) {\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  for (u32 i = 0; i < numTexgen; i++)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    out.Write("  case %uu: o.tex%u = output_tex; break;\n", i, i);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  out.Write("  }\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "}\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								void EnumerateVertexShaderUids(const std::function<void(const VertexShaderUid&)>& callback)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  VertexShaderUid uid;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  std::memset(&uid, 0, sizeof(uid));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  for (u32 texgens = 0; texgens <= 8; texgens++)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    auto* vuid = uid.GetUidData<UberShader::vertex_ubershader_uid_data>();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    vuid->num_texgens = texgens;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    callback(uid);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 |