diff --git a/hw/xbox/nv2a/shaders.c b/hw/xbox/nv2a/shaders.c index 0219f3c33d3..2fb45ecd03c 100644 --- a/hw/xbox/nv2a/shaders.c +++ b/hw/xbox/nv2a/shaders.c @@ -769,6 +769,22 @@ STRUCT_VERTEX_DATA); i, i); } } + mstring_append(header, + "/* Converts the input to vec4, pads with last component */\n" + "vec4 _in(float v) { return vec4(v); }\n" + "vec4 _in(vec2 v) { return v.xyyy; }\n" + "vec4 _in(vec3 v) { return v.xyzz; }\n" + "vec4 _in(vec4 v) { return v.xyzw; }\n" + "#define FixNaN(src, mask) _FixNaN(_in(src)).mask\n" + "vec4 _FixNaN(vec4 src)\n" + "{\n" + " bvec4 nans = isnan(src);\n" + " if (!any(nans)) {\n" + " return src;\n" + " }\n" + " ivec4 signs = floatBitsToInt(src);\n" + " return mix(src, mix(vec4(1.0), vec4(0.0), lessThan(signs, ivec4(0))), nans);\n" + "}\n"); mstring_append(header, "\n"); MString *body = mstring_from_str("void main() {\n"); @@ -879,15 +895,15 @@ STRUCT_VERTEX_DATA); /* Set outputs */ mstring_append(body, "\n" - " vtx.D0 = clamp(oD0, 0.0, 1.0) * vtx.inv_w;\n" - " vtx.D1 = clamp(oD1, 0.0, 1.0) * vtx.inv_w;\n" - " vtx.B0 = clamp(oB0, 0.0, 1.0) * vtx.inv_w;\n" - " vtx.B1 = clamp(oB1, 0.0, 1.0) * vtx.inv_w;\n" - " vtx.Fog = oFog.x * vtx.inv_w;\n" - " vtx.T0 = oT0 * vtx.inv_w;\n" - " vtx.T1 = oT1 * vtx.inv_w;\n" - " vtx.T2 = oT2 * vtx.inv_w;\n" - " vtx.T3 = oT3 * vtx.inv_w;\n" + " vtx.D0 = clamp(FixNaN(oD0, xyzw), 0.0, 1.0) * vtx.inv_w;\n" + " vtx.D1 = clamp(FixNaN(oD1, xyzw), 0.0, 1.0) * vtx.inv_w;\n" + " vtx.B0 = clamp(FixNaN(oB0, xyzw), 0.0, 1.0) * vtx.inv_w;\n" + " vtx.B1 = clamp(FixNaN(oB1, xyzw), 0.0, 1.0) * vtx.inv_w;\n" + " vtx.Fog = FixNaN(oFog, x) * vtx.inv_w;\n" + " vtx.T0 = FixNaN(oT0, xyzw) * vtx.inv_w;\n" + " vtx.T1 = FixNaN(oT1, xyzw) * vtx.inv_w;\n" + " vtx.T2 = FixNaN(oT2, xyzw) * vtx.inv_w;\n" + " vtx.T3 = FixNaN(oT3, xyzw) * vtx.inv_w;\n" " gl_Position = oPos;\n" " gl_PointSize = oPts.x;\n" "\n" diff --git a/hw/xbox/nv2a/vsh.c b/hw/xbox/nv2a/vsh.c index 3945d29d502..c9acdbac713 100644 --- a/hw/xbox/nv2a/vsh.c +++ b/hw/xbox/nv2a/vsh.c @@ -612,17 +612,6 @@ static const char* vsh_header = * https://www.opengl.org/registry/specs/NV/vertex_program1_1.txt */ "\n" -//QQQ #ifdef NICE_CODE - "/* Converts the input to vec4, pads with last component */\n" - "vec4 _in(float v) { return vec4(v); }\n" - "vec4 _in(vec2 v) { return v.xyyy; }\n" - "vec4 _in(vec3 v) { return v.xyzz; }\n" - "vec4 _in(vec4 v) { return v.xyzw; }\n" -//#else -// "/* Make sure input is always a vec4 */\n" -// "#define _in(v) vec4(v)\n" -//#endif - "\n" "#define INFINITY (1.0 / 0.0)\n" "\n" "#define MOV(dest, mask, src) dest.mask = _MOV(_in(src)).mask\n"