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@ -19,10 +19,9 @@ struct Vertex : Shader::OutputVertex { |
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// Linear interpolation |
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// Linear interpolation |
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// factor: 0=this, 1=vtx |
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// factor: 0=this, 1=vtx |
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// Note: This function cannot be called after perspective divide |
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void Lerp(float24 factor, const Vertex& vtx) { |
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void Lerp(float24 factor, const Vertex& vtx) { |
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pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor); |
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pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor); |
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// TODO: Should perform perspective correct interpolation here... |
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quat = quat * factor + vtx.quat * (float24::FromFloat32(1) - factor); |
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quat = quat * factor + vtx.quat * (float24::FromFloat32(1) - factor); |
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color = color * factor + vtx.color * (float24::FromFloat32(1) - factor); |
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color = color * factor + vtx.color * (float24::FromFloat32(1) - factor); |
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tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor); |
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tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor); |
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@ -30,12 +29,11 @@ struct Vertex : Shader::OutputVertex { |
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tc0_w = tc0_w * factor + vtx.tc0_w * (float24::FromFloat32(1) - factor); |
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tc0_w = tc0_w * factor + vtx.tc0_w * (float24::FromFloat32(1) - factor); |
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view = view * factor + vtx.view * (float24::FromFloat32(1) - factor); |
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view = view * factor + vtx.view * (float24::FromFloat32(1) - factor); |
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tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor); |
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tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor); |
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screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor); |
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} |
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} |
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// Linear interpolation |
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// Linear interpolation |
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// factor: 0=v0, 1=v1 |
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// factor: 0=v0, 1=v1 |
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// Note: This function cannot be called after perspective divide |
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static Vertex Lerp(float24 factor, const Vertex& v0, const Vertex& v1) { |
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static Vertex Lerp(float24 factor, const Vertex& v0, const Vertex& v1) { |
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Vertex ret = v0; |
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Vertex ret = v0; |
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ret.Lerp(factor, v1); |
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ret.Lerp(factor, v1); |
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