diff --git a/hw/xbox/nv2a/shaders.c b/hw/xbox/nv2a/shaders.c index cafe326e93e..b4f409e9549 100644 --- a/hw/xbox/nv2a/shaders.c +++ b/hw/xbox/nv2a/shaders.c @@ -855,6 +855,20 @@ GLSL_DEFINE(texMat3, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_T3MAT)) 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" + " if (any(isnan(src))) {\n" + " return mix(src, max(vec4(0.0), sign(src)), isnan(src));\n" + " }\n" + " return src;\n" + "}\n"); mstring_append(header, "\n"); MString *body = mstring_from_str("void main() {\n"); @@ -965,15 +979,15 @@ GLSL_DEFINE(texMat3, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_T3MAT)) /* Set outputs */ const char *shade_model_mult = state->smooth_shading ? "vtx_inv_w" : "vtx_inv_w_flat"; mstring_append_fmt(body, "\n" - " vtxD0 = clamp(oD0, 0.0, 1.0) * %s;\n" - " vtxD1 = clamp(oD1, 0.0, 1.0) * %s;\n" - " vtxB0 = clamp(oB0, 0.0, 1.0) * %s;\n" - " vtxB1 = clamp(oB1, 0.0, 1.0) * %s;\n" - " vtxFog = oFog.x * vtx_inv_w;\n" - " vtxT0 = oT0 * vtx_inv_w;\n" - " vtxT1 = oT1 * vtx_inv_w;\n" - " vtxT2 = oT2 * vtx_inv_w;\n" - " vtxT3 = oT3 * vtx_inv_w;\n" + " vtxD0 = clamp(FixNaN(oD0, xyzw), 0.0, 1.0) * %s;\n" + " vtxD1 = clamp(FixNaN(oD1, xyzw), 0.0, 1.0) * %s;\n" + " vtxB0 = clamp(FixNaN(oB0, xyzw), 0.0, 1.0) * %s;\n" + " vtxB1 = clamp(FixNaN(oB1, xyzw), 0.0, 1.0) * %s;\n" + " vtxFog = FixNaN(oFog, x) * vtx_inv_w;\n" + " vtxT0 = FixNaN(oT0, xyzw) * vtx_inv_w;\n" + " vtxT1 = FixNaN(oT1, xyzw) * vtx_inv_w;\n" + " vtxT2 = FixNaN(oT2, xyzw) * vtx_inv_w;\n" + " vtxT3 = FixNaN(oT3, xyzw) * vtx_inv_w;\n" " gl_Position = oPos;\n" " gl_PointSize = oPts.x;\n" " gl_ClipDistance[0] = oPos.z - oPos.w*clipRange.z;\n" // Near diff --git a/hw/xbox/nv2a/vsh.c b/hw/xbox/nv2a/vsh.c index 0e4cf314bc2..492245a5fc3 100644 --- a/hw/xbox/nv2a/vsh.c +++ b/hw/xbox/nv2a/vsh.c @@ -614,17 +614,6 @@ 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"