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<title>dolphin/Source/Core/VideoCommon/LightingShaderGen.cpp, branch 2509</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>VideoCommon: move to a 'process_fragment()' function to simplify custom shaders and provide a direct override of the tev stage logic</title>
<updated>2025-03-22T20:22:00+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-03-15T22:29:13+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=8e253518e6f8b918dffe7361faf897c16eabc6d3'/>
<id>8e253518e6f8b918dffe7361faf897c16eabc6d3</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>VideoCommon: move lighting shader logic to callable functions</title>
<updated>2025-03-14T04:56:04+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-02-13T02:18:20+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=15372dc835a2c387f8f566fa86d6cc60b2534a7d'/>
<id>15372dc835a2c387f8f566fa86d6cc60b2534a7d</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>LightingShaderGen: Resolve -Wshadow warnings</title>
<updated>2023-12-12T21:55:06+00:00</updated>
<author>
<name>Lioncash</name>
<email>mai.iam2048@gmail.com</email>
</author>
<published>2023-12-12T21:55:04+00:00</published>
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<id>a812a1f93875ed5e21a21c52658bfee75e0e3ea4</id>
<content type='text'>
Given how the lambda doesn't capture anything, we can move this to a
internally linked function, which prevents any name shadowing.
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<pre>
Given how the lambda doesn't capture anything, we can move this to a
internally linked function, which prevents any name shadowing.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: add helper functions to handle generating custom lighting code for a custom pixel shader</title>
<updated>2023-08-20T23:53:27+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2022-11-12T02:20:04+00:00</published>
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<id>c3a370839a19545e9fda44a5ce9569b1997f48ef</id>
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<pre>
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</entry>
<entry>
<title>[[unlikely]] ASSERT</title>
<updated>2023-03-03T01:54:15+00:00</updated>
<author>
<name>Minty-Meeo</name>
<email>45425365+Minty-Meeo@users.noreply.github.com</email>
</author>
<published>2022-07-28T04:54:27+00:00</published>
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<id>bf079d6d3a857572c1f3f00fd3d525b9922ca809</id>
<content type='text'>
and other ASSERT usage changes
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and other ASSERT usage changes
</pre>
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</content>
</entry>
<entry>
<title>VideoCommon: Rename norm0/norm1/norm2 to normal/tangent/binormal</title>
<updated>2022-04-22T23:54:36+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2022-04-22T19:50:44+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=04fdadd9d5f9588055fb54571410febfa710b86d'/>
<id>04fdadd9d5f9588055fb54571410febfa710b86d</id>
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<pre>
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</content>
</entry>
<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e149ad4f0a9874f354221a7fc76d8f1841e47808'/>
<id>e149ad4f0a9874f354221a7fc76d8f1841e47808</id>
<content type='text'>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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<pre>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
</pre>
</div>
</content>
</entry>
<entry>
<title>Convert XFMemory to BitField and enum class</title>
<updated>2021-03-07T03:27:14+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-02-11T00:01:42+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=aab81d5aa0a1bd6a467c91d0dbba04a9dc40998f'/>
<id>aab81d5aa0a1bd6a467c91d0dbba04a9dc40998f</id>
<content type='text'>
Additionally a new ClipDisable union has been added (though it is not currently used by Dolphin).
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<pre>
Additionally a new ClipDisable union has been added (though it is not currently used by Dolphin).
</pre>
</div>
</content>
</entry>
<entry>
<title>LightingShaderGen: Always calculate lighting for both color channels</title>
<updated>2020-11-20T23:54:04+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-01-29T12:38:48+00:00</published>
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<id>51724c1ccdbc141b1aed67a2efc952e884cadd35</id>
<content type='text'>
Cel-damage depends on lighting being calculated for the first channel
even though there is no color in the vertex format (defaults to the
material color). If lighting for the channel is not enabled, the vertex
will use the default color as before.

The default value of the color is determined by the number of elements in
the vertex format. This fixes the grey cubes in Super Mario Sunshine.

If the color channel count is zero, we set the color to black before the
end of the vertex shader. It's possible that this would be undefined
behavior on hardware if a vertex color index that was greater than the
channel count was used within TEV.
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<pre>
Cel-damage depends on lighting being calculated for the first channel
even though there is no color in the vertex format (defaults to the
material color). If lighting for the channel is not enabled, the vertex
will use the default color as before.

The default value of the color is determined by the number of elements in
the vertex format. This fixes the grey cubes in Super Mario Sunshine.

If the color channel count is zero, we set the color to black before the
end of the vertex shader. It's possible that this would be undefined
behavior on hardware if a vertex color index that was greater than the
channel count was used within TEV.
</pre>
</div>
</content>
</entry>
<entry>
<title>ShaderGenCommon: Rename WriteFmt() to Write()</title>
<updated>2020-11-09T07:31:49+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-11-09T07:23:32+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=a5b28f1f07b0f310f407462ebb86eafbf4d63f20'/>
<id>a5b28f1f07b0f310f407462ebb86eafbf4d63f20</id>
<content type='text'>
Now that we've converted all of the shader generators over to using fmt,
we can drop the old Write() member function and perform a rename
operation on the WriteFmt() to turn it into the new Write() function.

All changes within this are the removal of a &lt;cstdarg&gt; header, since the
previous printf-based Write() required it, and renaming. No functional
changes are made at all.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Now that we've converted all of the shader generators over to using fmt,
we can drop the old Write() member function and perform a rename
operation on the WriteFmt() to turn it into the new Write() function.

All changes within this are the removal of a &lt;cstdarg&gt; header, since the
previous printf-based Write() required it, and renaming. No functional
changes are made at all.
</pre>
</div>
</content>
</entry>
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