mirror of
https://github.com/korenkonder/ReDIVA.git
synced 2026-10-07 22:28:10 +03:00
Renamed Aet Back to Composite Back
This commit is contained in:
+70
-70
@@ -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() {
|
||||
|
||||
Reference in New Issue
Block a user