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https://github.com/minetest/irrlicht.git
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- 10 year anniversary update - Lighting model reworked. moved to eyespace like openGL. [Specular Highlights, Fog, Sphere/Reflection Map] - increased internal s4DVertex to support 4 Textures and 4 Colors [switchable] - Textures are handled as sRGB during Mipmap Generation. More accurate, less visual disruption - 2D is drawn as 3D like hardware drivers. [switchable]. enables viewport scaling, material2D - Texture Spatial Resolution Limiting working. [lower memory consumption,SOFTWARE_DRIVER_2_TEXTURE_MAXSIZE] - SuperTuxKart 8.0.1 playable git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6086 dfc29bdd-3216-0410-991c-e03cc46cb475
25 lines
477 B
C
25 lines
477 B
C
// pixelshader
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#ifdef IPOL_C0
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#ifdef IPOL_A0
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vec4_to_fix(a0, r0, g0, b0, line.c[0][0], inversew);
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if (a0 > AlphaRef)
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{
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color_to_fix(r1, g1, b1, dst[i]);
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fix_color_norm(a0);
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r0 = r1 + imulFix(a0, r0 - r1);
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g0 = g1 + imulFix(a0, g0 - g1);
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b0 = b1 + imulFix(a0, b0 - b1);
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dst[i] = fix_to_sample(r0, g0, b0);
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}
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#else
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vec4_to_fix(r0, g0, b0, line.c[0][0], inversew);
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dst[i] = fix_to_sample(r0, g0, b0);
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#endif
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#else
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dst[i] = PrimitiveColor;
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#endif
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