Removed stereoscopic 3D feature, as it didn't work and caused issues with Citra emulation
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43ab9f9393
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@ -26,7 +26,6 @@ static s8 spheresUniformLocation;
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static s8 sphereColorsUniformLocation;
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static s8 sphereLightsUniformLocation;
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static s8 randUniformLocation;
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static s8 shiftUniformLocation;
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static constexpr unsigned int VERTEX_COUNT_W = 120;
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static constexpr unsigned int VERTEX_COUNT_H = 10 * VERTEX_COUNT_W / 6;
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@ -38,32 +37,26 @@ static u16 vertexIndices[VERTEX_COUNT * 2 + VERTEX_COUNT_H * 2];
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static void* vboData;
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static void* iboData;
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static C3D_Tex prevFrameLeft;
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static C3D_Tex prevFrameRight;
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static C3D_Tex prevFrame;
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class camera
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{
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public:
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camera(const C3D_FVec lookfrom, const C3D_FVec lookat, const C3D_FVec vup, const float vfov, const float aspectRatio, const float iod)
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camera(const C3D_FVec lookfrom, const C3D_FVec lookat, const C3D_FVec vup, const float vfov, const float aspectRatio)
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{
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const float theta = C3D_AngleFromDegrees(vfov);
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const float h = tanf(theta / 2.0f);
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const float viewportHeight = 2.0f * h;
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const float viewportWidth = aspectRatio * viewportHeight;
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const float screen = FVec3_Distance(lookfrom, lookat) / 2.0f;
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shift = iod / (-400.0f * screen * viewportWidth);
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const C3D_FVec w = FVec3_Normalize(FVec3_Subtract(lookfrom, lookat));
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const C3D_FVec u = FVec3_Normalize(FVec3_Cross(vup, w));
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const C3D_FVec v = FVec3_Cross(w, u);
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origin = FVec3_Add(lookfrom, FVec3_New(-iod / 3.0f, 0, 0));
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origin = lookfrom;
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horizontal = FVec3_Scale(u, viewportWidth);
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vertical = FVec3_Scale(v, viewportHeight);
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lowerLeftCorner = FVec3_Add(
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FVec3_Subtract(FVec3_Add(FVec3_Scale(horizontal, -0.5f), FVec3_Scale(vertical, -0.5f)), w),
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FVec3_New(-iod / 3.0f, 0, 0)
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);
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lowerLeftCorner = FVec3_Subtract(FVec3_Add(FVec3_Scale(horizontal, -0.5f), FVec3_Scale(vertical, -0.5f)), w);
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}
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void setupFixed() const
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@ -76,7 +69,6 @@ public:
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void setupUniform() const
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{
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C3D_FVUnifSet(GPU_VERTEX_SHADER, shiftUniformLocation, shift / 200.0f, 240.0f / 256.0f, 400.0f / 512.0f, 0);
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}
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private:
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@ -87,12 +79,12 @@ private:
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float shift;
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};
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static void setupCam(C3D_FVec lookFrom, C3D_FVec lookAt, C3D_FVec up, float iod)
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static void setupCam(C3D_FVec lookFrom, C3D_FVec lookAt, C3D_FVec up)
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{
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constexpr float VFOV = 90;
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constexpr float ASPECT_RATIO = C3D_AspectRatioTop;
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camera cam(lookFrom, lookAt, up, VFOV, ASPECT_RATIO, iod);
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camera cam(lookFrom, lookAt, up, VFOV, ASPECT_RATIO);
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cam.setupFixed();
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cam.setupUniform();
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}
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@ -184,7 +176,6 @@ static void sceneInit()
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sphereColorsUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "sphereColors");
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sphereLightsUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "sphereLights");
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randUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "rand");
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shiftUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "shift");
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C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
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AttrInfo_Init(attrInfo);
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@ -271,18 +262,12 @@ static u32 getFrameNumColor(unsigned int frameNum)
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int main(int argc, char* argv[])
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{
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gfxInitDefault();
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gfxSet3D(true);
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C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
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C3D_RenderTarget* targetLeft = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
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C3D_RenderTargetSetOutput(targetLeft, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
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C3D_RenderTarget* targetRight = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
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C3D_RenderTargetSetOutput(targetRight, GFX_TOP, GFX_RIGHT, DISPLAY_TRANSFER_FLAGS);
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C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
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C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
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C3D_TexInit(&prevFrameLeft, 256, 512, GPU_RGBA8);
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C3D_TexInit(&prevFrameRight, 256, 512, GPU_RGBA8);
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C3D_TexInit(&prevFrame, 256, 512, GPU_RGBA8);
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sceneInit();
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@ -292,7 +277,6 @@ int main(int argc, char* argv[])
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bool dirty = true;
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unsigned int frameNum = 0;
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float previousIOD = osGet3DSliderState() / 4.0f;
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// Main loop
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while (aptMainLoop())
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@ -347,19 +331,10 @@ int main(int argc, char* argv[])
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lookFrom = FVec3_Add(lookFrom, diff);
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const float iod = osGet3DSliderState() / 4.0f;
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if (fabsf(iod - previousIOD) > 0.01f)
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{
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dirty = true;
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}
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if (dirty)
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{
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frameNum = 0;
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previousIOD = iod;
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dirty = false;
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}
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@ -370,46 +345,28 @@ int main(int argc, char* argv[])
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if (frameNum < 256 && C3D_FrameBegin(C3D_FRAME_SYNCDRAW))
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{
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setupCam(lookFrom, lookAt, vup, -iod);
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C3D_TexBind(0, &prevFrameLeft);
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C3D_RenderTargetClear(targetLeft, C3D_CLEAR_ALL, 0, 0);
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C3D_FrameDrawOn(targetLeft);
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setupCam(lookFrom, lookAt, vup);
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C3D_TexBind(0, &prevFrame);
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C3D_RenderTargetClear(target, C3D_CLEAR_ALL, 0, 0);
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C3D_FrameDrawOn(target);
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sceneRender();
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if (iod > 0)
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{
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setupCam(lookFrom, lookAt, vup, iod);
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C3D_TexBind(0, &prevFrameRight);
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C3D_RenderTargetClear(targetRight, C3D_CLEAR_ALL, 0, 0);
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C3D_FrameDrawOn(targetRight);
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sceneRender();
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}
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C3D_FrameEnd(0);
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C3D_SyncTextureCopy(
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(u32*)targetLeft->frameBuf.colorBuf, GX_BUFFER_DIM((240 * 8 * 4) >> 4, 0),
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(u32*)prevFrameLeft.data + (512 - 400) * 256, GX_BUFFER_DIM((240 * 8 * 4) >> 4, ((256 - 240) * 8 * 4) >> 4),
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(u32*)target->frameBuf.colorBuf, GX_BUFFER_DIM((240 * 8 * 4) >> 4, 0),
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(u32*)prevFrame.data + (512 - 400) * 256, GX_BUFFER_DIM((240 * 8 * 4) >> 4, ((256 - 240) * 8 * 4) >> 4),
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240 * 400 * 4, FRAMEBUFFER_TRANSFER_FLAGS
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);
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if (iod > 0)
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{
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C3D_SyncTextureCopy(
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(u32*)targetRight->frameBuf.colorBuf, GX_BUFFER_DIM((240 * 8 * 4) >> 4, 0),
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(u32*)prevFrameRight.data + (512 - 400) * 256, GX_BUFFER_DIM((240 * 8 * 4) >> 4, ((256 - 240) * 8 * 4) >> 4),
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240 * 400 * 4, FRAMEBUFFER_TRANSFER_FLAGS
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);
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}
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frameNum++;
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}
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}
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sceneExit();
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C3D_TexDelete(&prevFrameLeft);
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C3D_RenderTargetDelete(targetLeft);
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C3D_TexDelete(&prevFrame);
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C3D_RenderTargetDelete(target);
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C3D_Fini();
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gfxExit();
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@ -6,8 +6,6 @@
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.alias tooclose myconst.zzzz
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.alias far myconst.wwww
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.alias noHit myconst2.yyyy
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.alias defaultDist myconst.wxxx
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.alias nearplane myconst2.zzzz
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.consti bounceLoopParams(9, 0, 1, 0)
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.consti calcSphereLoopParams(3, 0, 1, 0)
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@ -28,9 +26,6 @@
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; random numbers
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.fvec rand[10]
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; stereoscopic 3d shift
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.fvec shift
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.in inOrigin v0
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.in inLowerLeftCorner v1
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.in inHorizontal v2
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@ -59,9 +54,6 @@
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; set initial color to (0, 0, 0)
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mov r13.xyz, zeros
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; set initial hit location to (far, far, far)
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mov r15.y, far
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; calculate light bounces
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for bounceLoopParams
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; setup random numbers for this iteration
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@ -89,7 +81,7 @@
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; which only happens when
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; a ray does not hit any spheres
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cmp noHit.xyz, lt, lt, r10.xyz
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;breakc cmp.x
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; not using breakc. it behaves weird.
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jmpc cmp.x, labl
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; multiply color by albedo
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@ -103,12 +95,6 @@
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; set r2 to new ray direction
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call diffuse
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; update distance if not set
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cmp noHit, le, le, r15.y
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ifc cmp.x
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mov r15.y, r4.w
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.end
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.end
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labl:
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@ -118,31 +104,9 @@
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; set alpha to 1
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mov outColor.w, ones
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; set distance
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cmp noHit, le, le, r15.y
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ifc cmp.x
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; to (0, 0, 0, 0) since there was no hit
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mov r15, zeros
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.end
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; clamp r15.y to [nearplane, far]
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max r15.y, nearplane, r15.y
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min r15.y, far, r15.y
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; invert ordering for z-depth
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rcp r15.z, -r15.y
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; multiply distance by shift
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mul r15.y, shift.x, r15.y
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; outPos = inPos + shift
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add outPos, inPos, r15
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; assign uv coordinates
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mul r15, shift.z, r15
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mul r15, halfs, r15
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add outUV, inUV, r15
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mov outPos, inPos
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mov outUV, inUV
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end
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.end
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