diff --git a/src/CRE/render.cpp b/src/CRE/render.cpp index 5deb4632..61331578 100644 --- a/src/CRE/render.cpp +++ b/src/CRE/render.cpp @@ -61,7 +61,7 @@ namespace rndr { } - Render::Render() : base_downsample(), ss_alpha_mask(), taa_tex(), aet_back_tex(), reduce_tex(), + Render::Render() : base_downsample(), ss_alpha_mask(), taa_tex(), composite_back_tex(), reduce_tex(), reduce_tex_draw(), exposure_tex(), exposure_history(), tonemap_lut_texture(), mlaa_area_texture(), texture_counter(), lens_shaft_query(), lens_flare_query(), lens_shaft_query_data(), lens_flare_query_data(), lens_flare_query_index(), lens_flare_texture(), lens_shaft_texture(), @@ -71,7 +71,7 @@ namespace rndr { taa_texture(), reset_exposure(), screen_x_offset(), screen_y_offset(), screen_width(), screen_height(), saturate_lock(), exposure_history_counter(), exposure_query_index(), lens_shaft_scale(), lens_flare_power(), field_A10(), lens_flare_appear_power(), - render_textures_data(), movie_textures_data(), aet_back(), dof(), transparency_tex(), + render_textures_data(), movie_textures_data(), composite_back(), dof(), transparency_tex(), transparency(), saturate_index(), scene_fade_index(), tone_trans_index(), saturate_coeff(), scene_fade_alpha(), scene_fade_blend_func(), tone_map(), mag_filter(), fade(), update() { exposure = 2.0f; @@ -118,8 +118,8 @@ namespace rndr { } Render::~Render() { - if (aet_back_tex) - texture_release(aet_back_tex); + if (composite_back_tex) + texture_release(composite_back_tex); if (dof) { delete dof; @@ -297,10 +297,10 @@ namespace rndr { rend_data_ctx.state.bind_sampler(i, 0); } - void Render::bind_render_texture(p_gl_rend_state& p_gl_rend_st, bool aet_back) { - if (aet_back) { - aet_back_texture.Bind(p_gl_rend_st); - this->aet_back = 1; + void Render::bind_render_texture(p_gl_rend_state& p_gl_rend_st, bool composite_back) { + if (composite_back) { + composite_back_texture.Bind(p_gl_rend_st); + this->composite_back = 1; } else rend_texture[0].Bind(p_gl_rend_st); @@ -692,11 +692,11 @@ namespace rndr { } } - aet_back_texture.Free(); + composite_back_texture.Free(); - if (aet_back_tex) { - texture_release(aet_back_tex); - aet_back_tex = 0; + if (composite_back_tex) { + texture_release(composite_back_tex); + composite_back_tex = 0; texture_counter--; } @@ -925,9 +925,9 @@ namespace rndr { taa_buffer[i].SetColorDepthTextures(taa_tex[i]->glid, 0, rend_texture[0].GetDepthTex()); } - aet_back_tex = texture_load_tex_2d(texture_id(0x25, texture_counter++), + composite_back_tex = texture_load_tex_2d(texture_id(0x25, texture_counter++), GL_RGBA8, render_post_width[0], render_post_height[0], 0, 0, 0); - aet_back_texture.SetColorDepthTextures(aet_back_tex->glid, 0, rend_texture[0].GetDepthTex()); + composite_back_texture.SetColorDepthTextures(composite_back_tex->glid, 0, rend_texture[0].GetDepthTex()); mlaa_buffer.Init(render_post_width[0], render_post_height[0], 0, GL_RGBA8, GL_DEPTH_COMPONENT24); temp_buffer.Init(render_post_width[0], render_post_height[0], 0, GL_RGBA8, GL_ZERO); @@ -1053,7 +1053,7 @@ namespace rndr { void Render::post_proc() { lens_flare_texture = 0; - aet_back = 0; + composite_back = 0; } void Render::pre_proc(render_data_context& rend_data_ctx) { @@ -1211,11 +1211,11 @@ namespace rndr { taa_buffer[i].SetColorDepthTextures(taa_tex[i]->glid, 0, rend_texture[0].GetDepthTex()); } - texture_id aet_back_tex_id = aet_back_tex->id; - texture_release(aet_back_tex); - aet_back_tex = texture_load_tex_2d(aet_back_tex_id, GL_RGBA8, + texture_id composite_back_tex_id = composite_back_tex->id; + texture_release(composite_back_tex); + composite_back_tex = texture_load_tex_2d(composite_back_tex_id, GL_RGBA8, render_post_width[0], render_post_height[0], 0, 0, 0); - aet_back_texture.SetColorDepthTextures(aet_back_tex->glid, 0, rend_texture[0].GetDepthTex()); + composite_back_texture.SetColorDepthTextures(composite_back_tex->glid, 0, rend_texture[0].GetDepthTex()); mlaa_buffer.Init(render_post_width[0], render_post_height[0], 0, GL_RGBA8, GL_DEPTH_COMPONENT24); temp_buffer.Init(render_post_width[0], render_post_height[0], 0, GL_RGBA8, GL_ZERO); @@ -1617,7 +1617,7 @@ namespace rndr { rend_data_ctx.shader_flags.arr[U_TONE_MAP] = (int32_t)tone_map; rend_data_ctx.shader_flags.arr[U_FLARE] = 0; - rend_data_ctx.shader_flags.arr[U_AET_BACK] = 0; + rend_data_ctx.shader_flags.arr[U_COMPOSITE_BACK] = 0; rend_data_ctx.shader_flags.arr[U_LIGHT_PROJ] = 0; int32_t scene_fade_blend_func = this->scene_fade_blend_func[scene_fade_index]; @@ -1709,10 +1709,10 @@ namespace rndr { shader_data.g_texcoord_transforms[7] = { 0.0f, 1.0f, 0.0f, 0.0f }; } - if (aet_back) { - rend_data_ctx.state.active_bind_texture_2d(6, aet_back_tex->glid); + if (composite_back) { + rend_data_ctx.state.active_bind_texture_2d(6, composite_back_tex->glid); rend_data_ctx.state.bind_sampler(6, rctx->render_samplers[2]); - rend_data_ctx.shader_flags.arr[U_AET_BACK] = 1; + rend_data_ctx.shader_flags.arr[U_COMPOSITE_BACK] = 1; } if (light_proj_tex) { @@ -1727,7 +1727,7 @@ namespace rndr { rend_data_ctx.state.bind_sampler(7, rctx->render_samplers[2]); } - if (aet_back && npr_param == 1) { + if (composite_back && npr_param == 1) { rend_data_ctx.state.active_bind_texture_2d(14, rend_texture[0].GetDepthTex()); rend_data_ctx.state.bind_sampler(14, rctx->render_samplers[1]); } diff --git a/src/CRE/render.hpp b/src/CRE/render.hpp index b296ed73..2213c328 100644 --- a/src/CRE/render.hpp +++ b/src/CRE/render.hpp @@ -77,8 +77,8 @@ namespace rndr { RenderTexture rend_texture[5]; RenderTexture taa_buffer[3]; texture* taa_tex[3]; - RenderTexture aet_back_texture; - texture* aet_back_tex; + RenderTexture composite_back_texture; + texture* composite_back_tex; RenderTexture downsample_texture; RenderTexture reduce_texture[5]; texture* reduce_tex[5]; @@ -147,7 +147,7 @@ namespace rndr { RenderTexture render_textures[16]; texture* movie_textures_data[1]; RenderTexture movie_textures[1]; - int32_t aet_back; + int32_t composite_back; renderer::DOF3* dof; texture* transparency_tex[1]; renderer::Transparency* transparency; @@ -185,7 +185,7 @@ namespace rndr { void apply_post_process(render_data_context& rend_data_ctx, const cam_data& cam, texture* light_proj_tex, int32_t npr_param); - void bind_render_texture(p_gl_rend_state& p_gl_rend_st, bool aet_back = false); + void bind_render_texture(p_gl_rend_state& p_gl_rend_st, bool composite_back = false); void calc_exposure_chara_data(render_data_context& rend_data_ctx, const cam_data& cam); void draw_quad(render_data_context& rend_data_ctx, int32_t width, int32_t height, float_t s0, float_t t0, float_t s1, float_t t1, diff --git a/src/CRE/render_context.cpp b/src/CRE/render_context.cpp index f1d1c715..196a78e1 100644 --- a/src/CRE/render_context.cpp +++ b/src/CRE/render_context.cpp @@ -236,76 +236,76 @@ void render_data::obj_shader_data::reset() { } void render_data::obj_shader_data::set_shader_flags(const int32_t* shader_flags) { - g_shader_flags.x.m.alpha_mask = shader_flags[U_ALPHA_MASK]; - g_shader_flags.x.m.alpha_test = shader_flags[U_ALPHA_TEST]; - g_shader_flags.x.m.aniso = shader_flags[U_ANISO]; - g_shader_flags.x.m.aet_back = shader_flags[U_AET_BACK]; - g_shader_flags.x.m.texture_blend = shader_flags[U_TEXTURE_BLEND]; - g_shader_flags.x.m.unk = 0; //shader_flags[U_UNK_NEW_IN_MM_IDK_WHAT_TO_DO_WITH_IT]; - g_shader_flags.x.m.chara_color = shader_flags[U_CHARA_COLOR]; - g_shader_flags.x.m.clip_plane = shader_flags[U_CLIP_PLANE]; - g_shader_flags.x.m.u08 = shader_flags[U08]; - g_shader_flags.x.m.depth_peel = shader_flags[U_DEPTH_PEEL]; - g_shader_flags.x.m.depth = shader_flags[U_DEPTH]; - g_shader_flags.x.m.u0b = shader_flags[U0B]; - g_shader_flags.x.m.alpha_blend = shader_flags[U_ALPHA_BLEND]; - g_shader_flags.x.m.ripple_emit = shader_flags[U_RIPPLE_EMIT]; - g_shader_flags.x.m.esm_filter = shader_flags[U_ESM_FILTER]; - g_shader_flags.x.m.exposure = shader_flags[U_EXPOSURE]; - g_shader_flags.x.m.scene_fade = shader_flags[U_SCENE_FADE]; - g_shader_flags.x.m.fade = shader_flags[U_FADE]; - g_shader_flags.x.m.stage_ambient = shader_flags[U_STAGE_AMBIENT]; - g_shader_flags.x.m.flare = shader_flags[U_FLARE]; - g_shader_flags.y.m.fog_stage = shader_flags[U_FOG_STAGE]; - g_shader_flags.y.m.fog_chara = shader_flags[U_FOG_CHARA]; - g_shader_flags.y.m.u16 = shader_flags[U16]; - g_shader_flags.y.m.gauss = shader_flags[U_GAUSS]; - g_shader_flags.y.m.eye_lens = shader_flags[U_EYE_LENS]; - g_shader_flags.y.m.image_filter = shader_flags[U_IMAGE_FILTER]; - g_shader_flags.y.m.instance = shader_flags[U_INSTANCE]; - g_shader_flags.y.m.tone_curve = shader_flags[U_TONE_CURVE]; - g_shader_flags.y.m.light_proj = shader_flags[U_LIGHT_PROJ]; - g_shader_flags.y.m.magnify = shader_flags[U_MAGNIFY]; - g_shader_flags.y.m.membrane = shader_flags[U_MEMBRANE]; - g_shader_flags.y.m.mlaa = shader_flags[U_MLAA]; - g_shader_flags.y.m.mlaa_search = shader_flags[U_MLAA_SEARCH]; - g_shader_flags.y.m.morph_color = shader_flags[U_MORPH_COLOR]; - g_shader_flags.y.m.morph = shader_flags[U_MORPH]; - g_shader_flags.y.m.movie = shader_flags[U_MOVIE]; - g_shader_flags.y.m.u24 = shader_flags[U24]; - g_shader_flags.y.m.u25 = shader_flags[U25]; - g_shader_flags.y.m.npr_normal = shader_flags[U_NPR_NORMAL]; - g_shader_flags.z.m.npr = shader_flags[U_NPR]; - g_shader_flags.z.m.stage_shadow2 = shader_flags[U_STAGE_SHADOW2]; - g_shader_flags.z.m.reflect = shader_flags[U_REFLECT]; - g_shader_flags.z.m.reduce = shader_flags[U_REDUCE]; - g_shader_flags.z.m.chara_shadow = shader_flags[U_CHARA_SHADOW]; - g_shader_flags.z.m.chara_shadow2 = shader_flags[U_CHARA_SHADOW2]; - g_shader_flags.z.m.u2d = shader_flags[U2D]; - g_shader_flags.z.m.u2e = shader_flags[U2E]; - g_shader_flags.z.m.show_vector = shader_flags[U_SHOW_VECTOR]; - g_shader_flags.z.m.skinning = shader_flags[U_SKINNING]; - g_shader_flags.z.m.snow_particle = shader_flags[U_SNOW_PARTICLE]; - g_shader_flags.z.m.specular_ibl = shader_flags[U_SPECULAR_IBL]; - g_shader_flags.z.m.combiner = shader_flags[U_COMBINER]; - g_shader_flags.z.m.tex_0_type = shader_flags[U_TEX_0_TYPE]; - g_shader_flags.z.m.tex_1_type = shader_flags[U_TEX_1_TYPE]; - g_shader_flags.z.m.sss_filter = shader_flags[U_SSS_FILTER]; - g_shader_flags.w.m.sss_chara = shader_flags[U_SSS_CHARA]; - g_shader_flags.w.m.star = shader_flags[U_STAR]; - g_shader_flags.w.m.texture_count = shader_flags[U_TEXTURE_COUNT]; - g_shader_flags.w.m.env_map = shader_flags[U_ENV_MAP]; - g_shader_flags.w.m.ripple = shader_flags[U_RIPPLE]; - g_shader_flags.w.m.translucency = shader_flags[U_TRANSLUCENCY]; - g_shader_flags.w.m.normal = shader_flags[U_NORMAL]; - g_shader_flags.w.m.transparency = shader_flags[U_TRANSPARENCY]; - g_shader_flags.w.m.water_reflect = shader_flags[U_WATER_REFLECT]; - g_shader_flags.w.m.u40 = shader_flags[U40]; - g_shader_flags.w.m.u41 = shader_flags[U41]; - g_shader_flags.w.m.stage_shadow = shader_flags[U_STAGE_SHADOW]; - g_shader_flags.w.m.specular = shader_flags[U_SPECULAR]; - g_shader_flags.w.m.tone_map = shader_flags[U_TONE_MAP]; - g_shader_flags.w.m.u45 = shader_flags[U45]; + g_shader_flags.x.m.alpha_mask = shader_flags[U_ALPHA_MASK]; + g_shader_flags.x.m.alpha_test = shader_flags[U_ALPHA_TEST]; + g_shader_flags.x.m.aniso = shader_flags[U_ANISO]; + g_shader_flags.x.m.composite_back = shader_flags[U_COMPOSITE_BACK]; + g_shader_flags.x.m.texture_blend = shader_flags[U_TEXTURE_BLEND]; + g_shader_flags.x.m.unk = 0; //shader_flags[U_UNK_NEW_IN_MM_IDK_WHAT_TO_DO_WITH_IT]; + g_shader_flags.x.m.chara_color = shader_flags[U_CHARA_COLOR]; + g_shader_flags.x.m.clip_plane = shader_flags[U_CLIP_PLANE]; + g_shader_flags.x.m.u08 = shader_flags[U08]; + g_shader_flags.x.m.depth_peel = shader_flags[U_DEPTH_PEEL]; + g_shader_flags.x.m.depth = shader_flags[U_DEPTH]; + g_shader_flags.x.m.u0b = shader_flags[U0B]; + g_shader_flags.x.m.alpha_blend = shader_flags[U_ALPHA_BLEND]; + g_shader_flags.x.m.ripple_emit = shader_flags[U_RIPPLE_EMIT]; + g_shader_flags.x.m.esm_filter = shader_flags[U_ESM_FILTER]; + g_shader_flags.x.m.exposure = shader_flags[U_EXPOSURE]; + g_shader_flags.x.m.scene_fade = shader_flags[U_SCENE_FADE]; + g_shader_flags.x.m.fade = shader_flags[U_FADE]; + g_shader_flags.x.m.stage_ambient = shader_flags[U_STAGE_AMBIENT]; + g_shader_flags.x.m.flare = shader_flags[U_FLARE]; + g_shader_flags.y.m.fog_stage = shader_flags[U_FOG_STAGE]; + g_shader_flags.y.m.fog_chara = shader_flags[U_FOG_CHARA]; + g_shader_flags.y.m.u16 = shader_flags[U16]; + g_shader_flags.y.m.gauss = shader_flags[U_GAUSS]; + g_shader_flags.y.m.eye_lens = shader_flags[U_EYE_LENS]; + g_shader_flags.y.m.image_filter = shader_flags[U_IMAGE_FILTER]; + g_shader_flags.y.m.instance = shader_flags[U_INSTANCE]; + g_shader_flags.y.m.tone_curve = shader_flags[U_TONE_CURVE]; + g_shader_flags.y.m.light_proj = shader_flags[U_LIGHT_PROJ]; + g_shader_flags.y.m.magnify = shader_flags[U_MAGNIFY]; + g_shader_flags.y.m.membrane = shader_flags[U_MEMBRANE]; + g_shader_flags.y.m.mlaa = shader_flags[U_MLAA]; + g_shader_flags.y.m.mlaa_search = shader_flags[U_MLAA_SEARCH]; + g_shader_flags.y.m.morph_color = shader_flags[U_MORPH_COLOR]; + g_shader_flags.y.m.morph = shader_flags[U_MORPH]; + g_shader_flags.y.m.movie = shader_flags[U_MOVIE]; + g_shader_flags.y.m.u24 = shader_flags[U24]; + g_shader_flags.y.m.u25 = shader_flags[U25]; + g_shader_flags.y.m.npr_normal = shader_flags[U_NPR_NORMAL]; + g_shader_flags.z.m.npr = shader_flags[U_NPR]; + g_shader_flags.z.m.stage_shadow2 = shader_flags[U_STAGE_SHADOW2]; + g_shader_flags.z.m.reflect = shader_flags[U_REFLECT]; + g_shader_flags.z.m.reduce = shader_flags[U_REDUCE]; + g_shader_flags.z.m.chara_shadow = shader_flags[U_CHARA_SHADOW]; + g_shader_flags.z.m.chara_shadow2 = shader_flags[U_CHARA_SHADOW2]; + g_shader_flags.z.m.u2d = shader_flags[U2D]; + g_shader_flags.z.m.disp_lod = shader_flags[U_DISP_LOD]; + g_shader_flags.z.m.show_vector = shader_flags[U_SHOW_VECTOR]; + g_shader_flags.z.m.skinning = shader_flags[U_SKINNING]; + g_shader_flags.z.m.snow_particle = shader_flags[U_SNOW_PARTICLE]; + g_shader_flags.z.m.specular_ibl = shader_flags[U_SPECULAR_IBL]; + g_shader_flags.z.m.combiner = shader_flags[U_COMBINER]; + g_shader_flags.z.m.tex_0_type = shader_flags[U_TEX_0_TYPE]; + g_shader_flags.z.m.tex_1_type = shader_flags[U_TEX_1_TYPE]; + g_shader_flags.z.m.sss_filter = shader_flags[U_SSS_FILTER]; + g_shader_flags.w.m.sss_chara = shader_flags[U_SSS_CHARA]; + g_shader_flags.w.m.star = shader_flags[U_STAR]; + g_shader_flags.w.m.texture_count = shader_flags[U_TEXTURE_COUNT]; + g_shader_flags.w.m.env_map = shader_flags[U_ENV_MAP]; + g_shader_flags.w.m.ripple = shader_flags[U_RIPPLE]; + g_shader_flags.w.m.translucency = shader_flags[U_TRANSLUCENCY]; + g_shader_flags.w.m.normal = shader_flags[U_NORMAL]; + g_shader_flags.w.m.transparency = shader_flags[U_TRANSPARENCY]; + g_shader_flags.w.m.water_reflect = shader_flags[U_WATER_REFLECT]; + g_shader_flags.w.m.u40 = shader_flags[U40]; + g_shader_flags.w.m.u41 = shader_flags[U41]; + g_shader_flags.w.m.stage_shadow = shader_flags[U_STAGE_SHADOW]; + g_shader_flags.w.m.specular = shader_flags[U_SPECULAR]; + g_shader_flags.w.m.tone_map = shader_flags[U_TONE_MAP]; + g_shader_flags.w.m.u45 = shader_flags[U45]; } void render_data::obj_scene_data::reset() { diff --git a/src/CRE/render_context.hpp b/src/CRE/render_context.hpp index 8a12992d..43b79b35 100644 --- a/src/CRE/render_context.hpp +++ b/src/CRE/render_context.hpp @@ -226,91 +226,91 @@ struct render_data { struct { union { struct { - uint32_t alpha_mask : 1; // bit 0 - uint32_t alpha_test : 1; // bit 1 - uint32_t aniso : 2; // bit 2:3 - uint32_t aet_back : 1; // bit 4 - uint32_t texture_blend : 3; // bit 5:7 - uint32_t unk : 2; // bit 8:9 - uint32_t chara_color : 1; // bit 10 - uint32_t clip_plane : 1; // bit 11 - uint32_t u08 : 1; // bit 12 - uint32_t depth_peel : 1; // bit 13 - uint32_t depth : 1; // bit 14 - uint32_t u0b : 1; // bit 15 - uint32_t alpha_blend : 3; // bit 16:18 - uint32_t ripple_emit : 1; // bit 19 - uint32_t esm_filter : 2; // bit 20:21 - uint32_t exposure : 2; // bit 22:23 - uint32_t scene_fade : 1; // bit 24 - uint32_t fade : 3; // bit 25:27 - uint32_t stage_ambient : 1; // bit 28 - uint32_t flare : 2; // bit 29:30 + uint32_t alpha_mask : 1; // bit 0 + uint32_t alpha_test : 1; // bit 1 + uint32_t aniso : 2; // bit 2:3 + uint32_t composite_back : 1; // bit 4 + uint32_t texture_blend : 3; // bit 5:7 + uint32_t unk : 2; // bit 8:9 + uint32_t chara_color : 1; // bit 10 + uint32_t clip_plane : 1; // bit 11 + uint32_t u08 : 1; // bit 12 + uint32_t depth_peel : 1; // bit 13 + uint32_t depth : 1; // bit 14 + uint32_t u0b : 1; // bit 15 + uint32_t alpha_blend : 3; // bit 16:18 + uint32_t ripple_emit : 1; // bit 19 + uint32_t esm_filter : 2; // bit 20:21 + uint32_t exposure : 2; // bit 22:23 + uint32_t scene_fade : 1; // bit 24 + uint32_t fade : 3; // bit 25:27 + uint32_t stage_ambient : 1; // bit 28 + uint32_t flare : 2; // bit 29:30 } m; uint32_t w; } x; union { struct { - uint32_t fog_stage : 2; // bit 32+0:1 - uint32_t fog_chara : 2; // bit 32+2:3 - uint32_t u16 : 1; // bit 32+4 - uint32_t gauss : 2; // bit 32+5:6 - uint32_t eye_lens : 1; // bit 32+7 - uint32_t image_filter : 3; // bit 32+8:10 - uint32_t instance : 1; // bit 32+11 - uint32_t tone_curve : 1; // bit 32+12 - uint32_t light_proj : 1; // bit 32+13 - uint32_t magnify : 4; // bit 32+14:17 - uint32_t membrane : 2; // bit 32+18:19 - uint32_t mlaa : 2; // bit 32+20:21 - uint32_t mlaa_search : 2; // bit 32+22:23 - uint32_t morph_color : 1; // bit 32+24 - uint32_t morph : 1; // bit 32+25 - uint32_t movie : 2; // bit 32+26:27 - uint32_t u24 : 2; // bit 32+28:29 - uint32_t u25 : 1; // bit 32+30 - uint32_t npr_normal : 1; // bit 32+31 + uint32_t fog_stage : 2; // bit 32+0:1 + uint32_t fog_chara : 2; // bit 32+2:3 + uint32_t u16 : 1; // bit 32+4 + uint32_t gauss : 2; // bit 32+5:6 + uint32_t eye_lens : 1; // bit 32+7 + uint32_t image_filter : 3; // bit 32+8:10 + uint32_t instance : 1; // bit 32+11 + uint32_t tone_curve : 1; // bit 32+12 + uint32_t light_proj : 1; // bit 32+13 + uint32_t magnify : 4; // bit 32+14:17 + uint32_t membrane : 2; // bit 32+18:19 + uint32_t mlaa : 2; // bit 32+20:21 + uint32_t mlaa_search : 2; // bit 32+22:23 + uint32_t morph_color : 1; // bit 32+24 + uint32_t morph : 1; // bit 32+25 + uint32_t movie : 2; // bit 32+26:27 + uint32_t u24 : 2; // bit 32+28:29 + uint32_t u25 : 1; // bit 32+30 + uint32_t npr_normal : 1; // bit 32+31 } m; uint32_t w; } y; union { struct { - uint32_t npr : 1; // bit 64+0 - uint32_t stage_shadow2 : 2; // bit 64+1:2 - uint32_t reflect : 2; // bit 64+3:4 - uint32_t reduce : 4; // bit 64+5:8 - uint32_t chara_shadow : 1; // bit 64+9 - uint32_t chara_shadow2 : 2; // bit 64+10:11 - uint32_t u2d : 3; // bit 64+12:14 - uint32_t u2e : 2; // bit 64+15:16 - uint32_t show_vector : 2; // bit 64+17:18 - uint32_t skinning : 1; // bit 64+19 - uint32_t snow_particle : 2; // bit 64+20:21 - uint32_t specular_ibl : 2; // bit 64+22:23 - uint32_t combiner : 1; // bit 64+24 - uint32_t tex_0_type : 2; // bit 64+25:26 - uint32_t tex_1_type : 2; // bit 64+27:28 - uint32_t sss_filter : 2; // bit 64+29:30 + uint32_t npr : 1; // bit 64+0 + uint32_t stage_shadow2 : 2; // bit 64+1:2 + uint32_t reflect : 2; // bit 64+3:4 + uint32_t reduce : 4; // bit 64+5:8 + uint32_t chara_shadow : 1; // bit 64+9 + uint32_t chara_shadow2 : 2; // bit 64+10:11 + uint32_t u2d : 3; // bit 64+12:14 + uint32_t disp_lod : 2; // bit 64+15:16 + uint32_t show_vector : 2; // bit 64+17:18 + uint32_t skinning : 1; // bit 64+19 + uint32_t snow_particle : 2; // bit 64+20:21 + uint32_t specular_ibl : 2; // bit 64+22:23 + uint32_t combiner : 1; // bit 64+24 + uint32_t tex_0_type : 2; // bit 64+25:26 + uint32_t tex_1_type : 2; // bit 64+27:28 + uint32_t sss_filter : 2; // bit 64+29:30 } m; uint32_t w; } z; union { struct { - uint32_t sss_chara : 1; // bit 96+0 - uint32_t star : 1; // bit 96+1 - uint32_t texture_count : 2; // bit 96+2:3 - uint32_t env_map : 1; // bit 96+4 - uint32_t ripple : 2; // bit 96+5:6 - uint32_t translucency : 1; // bit 96+7 - uint32_t normal : 1; // bit 96+8 - uint32_t transparency : 1; // bit 96+9 - uint32_t water_reflect : 1; // bit 96+10 - uint32_t u40 : 1; // bit 96+11 - uint32_t u41 : 1; // bit 96+12 - uint32_t stage_shadow : 1; // bit 96+13 - uint32_t specular : 1; // bit 96+14 - uint32_t tone_map : 2; // bit 96+15 - uint32_t u45 : 1; // bit 96+16 + uint32_t sss_chara : 1; // bit 96+0 + uint32_t star : 1; // bit 96+1 + uint32_t texture_count : 2; // bit 96+2:3 + uint32_t env_map : 1; // bit 96+4 + uint32_t ripple : 2; // bit 96+5:6 + uint32_t translucency : 1; // bit 96+7 + uint32_t normal : 1; // bit 96+8 + uint32_t transparency : 1; // bit 96+9 + uint32_t water_reflect : 1; // bit 96+10 + uint32_t u40 : 1; // bit 96+11 + uint32_t u41 : 1; // bit 96+12 + uint32_t stage_shadow : 1; // bit 96+13 + uint32_t specular : 1; // bit 96+14 + uint32_t tone_map : 2; // bit 96+15 + uint32_t u45 : 1; // bit 96+16 } m; uint32_t w; } w; diff --git a/src/CRE/shader_ft.cpp b/src/CRE/shader_ft.cpp index 90ae67b7..a15b4b4d 100644 --- a/src/CRE/shader_ft.cpp +++ b/src/CRE/shader_ft.cpp @@ -1269,7 +1269,7 @@ static const shader_description tone_map_fpt_desc[] = { { SHADER_DESCRIPTION_SAMPLER, 2, 0, U_INVALID, }, { SHADER_DESCRIPTION_SAMPLER, 4, 0, U_INVALID, }, { SHADER_DESCRIPTION_SAMPLER, 5, 0, U_INVALID, }, - { SHADER_DESCRIPTION_SAMPLER, 6, 0, U_AET_BACK, }, + { SHADER_DESCRIPTION_SAMPLER, 6, 0, U_COMPOSITE_BACK, }, { SHADER_DESCRIPTION_SAMPLER, 7, 0, U_INVALID, }, SHADER_DESCRIPTION_COMMON_QUAD, { SHADER_DESCRIPTION_UNIFORM, 1, SHADER_DESCRIPTION_UNIFORM_READ_ONLY @@ -2420,7 +2420,7 @@ static const uniform_name CONSTANT_uniform[] = { static const uniform_name TONEMAP_uniform[] = { U_TONE_MAP, - U_AET_BACK, + U_COMPOSITE_BACK, }; static const uniform_name REDUCE_uniform[] = { diff --git a/src/CRE/static_var.hpp b/src/CRE/static_var.hpp index 9496a959..beb9ecf5 100644 --- a/src/CRE/static_var.hpp +++ b/src/CRE/static_var.hpp @@ -32,7 +32,7 @@ enum uniform_name { U_ALPHA_MASK, U_ALPHA_TEST, U_ANISO, - U_AET_BACK, + U_COMPOSITE_BACK, U_TEXTURE_BLEND, U_CHARA_COLOR, U_CLIP_PLANE, @@ -74,7 +74,7 @@ enum uniform_name { U_CHARA_SHADOW, U_CHARA_SHADOW2, U2D, - U2E, + U_DISP_LOD, U_SHOW_VECTOR, U_SKINNING, U_SNOW_PARTICLE,