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<title>dolphin/Source/Core/VideoCommon/LightingShaderGen.h, branch release-prep-2506a</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<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>
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<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>
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<published>2025-02-13T02:18:20+00:00</published>
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<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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<entry>
<title>LightingShaderGen: Make s_lighting_struct not inline</title>
<updated>2021-12-22T23:17:52+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-12-18T21:28:48+00:00</published>
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This generated warnings on the freebsd builder.
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This generated warnings on the freebsd builder.
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</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>
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<id>e149ad4f0a9874f354221a7fc76d8f1841e47808</id>
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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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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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</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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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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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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</content>
</entry>
<entry>
<title>LightingShaderGen: Transition over to fmt</title>
<updated>2020-07-24T17:50:09+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-07-24T17:46:13+00:00</published>
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<entry>
<title>LightingShaderGen: Always calculate lighting for both color channels</title>
<updated>2017-11-21T15:52:18+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-11-21T08:54:11+00:00</published>
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Cel-damage uses the color from the lighting stage of the vertex pipeline
as texture coordinates, but sets numColorChans to zero.

We now calculate the colors in all cases, but override the color before
writing it from the vertex shader if numColorChans is set to a lower value.
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<pre>
Cel-damage uses the color from the lighting stage of the vertex pipeline
as texture coordinates, but sets numColorChans to zero.

We now calculate the colors in all cases, but override the color before
writing it from the vertex shader if numColorChans is set to a lower value.
</pre>
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</content>
</entry>
<entry>
<title>LightingShaderGen: Remove unnecessary includes</title>
<updated>2017-02-01T06:06:00+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2017-02-01T04:29:29+00:00</published>
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<entry>
<title>LightingShader: Drop xfmem usage.</title>
<updated>2016-10-04T08:13:46+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-09-28T21:31:10+00:00</published>
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Our shaders must only depend on the UID, not on any global state.
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Our shaders must only depend on the UID, not on any global state.
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