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// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <string_view>
#include "Common/CommonTypes.h"
class ShaderCode;
#define LIGHT_COL "{}[{}].color.{}"
#define LIGHT_COL_PARAMS(index, swizzle) (I_LIGHTS), (index), (swizzle)
#define LIGHT_COSATT "{}[{}].cosatt"
#define LIGHT_COSATT_PARAMS(index) (I_LIGHTS), (index)
#define LIGHT_DISTATT "{}[{}].distatt"
#define LIGHT_DISTATT_PARAMS(index) (I_LIGHTS), (index)
#define LIGHT_POS "{}[{}].pos"
#define LIGHT_POS_PARAMS(index) (I_LIGHTS), (index)
#define LIGHT_DIR "{}[{}].dir"
#define LIGHT_DIR_PARAMS(index) (I_LIGHTS), (index)
/**
* Common uid data used for shader generators that use lighting calculations.
*/
struct LightingUidData
{
u32 matsource : 4; // 4x1 bit
u32 enablelighting : 4; // 4x1 bit
u32 ambsource : 4; // 4x1 bit
u32 diffusefunc : 8; // 4x2 bits
u32 attnfunc : 8; // 4x2 bits
u32 light_mask : 32; // 4x8 bits
};
constexpr char s_lighting_struct[] = "struct Light {\n"
"\tint4 color;\n"
"\tfloat4 cosatt;\n"
"\tfloat4 distatt;\n"
"\tfloat4 pos;\n"
"\tfloat4 dir;\n"
"};\n";
void GenerateLightingShaderHeader(ShaderCode& object, const LightingUidData& uid_data);
void GetLightingShaderUid(LightingUidData& uid_data);
void GenerateCustomLighting(ShaderCode* out, const LightingUidData& uid_data);
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