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SwRasterizer/Lighting: implement LUT input CP
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@ -52,6 +52,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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// Use the normalized the quaternion when performing the rotation
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// Use the normalized the quaternion when performing the rotation
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auto normal = Math::QuaternionRotate(normquat, surface_normal);
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auto normal = Math::QuaternionRotate(normquat, surface_normal);
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auto tangent = Math::QuaternionRotate(normquat, surface_tangent);
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Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f};
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Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f};
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Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f};
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Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f};
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@ -120,6 +121,16 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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result = Math::Dot(light_vector, spot_dir.Cast<float>() / 2047.0f);
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result = Math::Dot(light_vector, spot_dir.Cast<float>() / 2047.0f);
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break;
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break;
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}
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}
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case LightingRegs::LightingLutInput::CP:
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if (lighting.config0.config == LightingRegs::LightingConfig::Config7) {
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const Math::Vec3<float> norm_half_vector = half_vector.Normalized();
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const Math::Vec3<float> half_vector_proj =
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norm_half_vector - normal * Math::Dot(normal, norm_half_vector);
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result = Math::Dot(half_vector_proj, tangent);
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} else {
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result = 0.0f;
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}
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break;
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default:
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default:
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LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input));
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LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input));
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UNIMPLEMENTED();
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UNIMPLEMENTED();
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