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@ -117,7 +117,9 @@ static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v |
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float LookupLightingLut(size_t lut_index, float index) { |
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float LookupLightingLut(size_t lut_index, float index) { |
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unsigned index_i = static_cast<unsigned>(MathUtil::Clamp(floor(index * 256), 0.0f, 1.0f)); |
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index *= 256; |
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unsigned index_i = static_cast<unsigned>(MathUtil::Clamp(floor(index), 0.0f, 255.0f)); |
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float index_f = index - index_i; |
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float index_f = index - index_i; |
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@ -126,7 +128,7 @@ float LookupLightingLut(size_t lut_index, float index) { |
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float lut_value = g_state.lighting.luts[lut_index][index_i].ToFloat(); |
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float lut_value = g_state.lighting.luts[lut_index][index_i].ToFloat(); |
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float lut_diff = g_state.lighting.luts[lut_index][index_i].DiffToFloat(); |
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float lut_diff = g_state.lighting.luts[lut_index][index_i].DiffToFloat(); |
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return lut_value + lut_diff * index_f; |
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return lut_value + lut_diff * index_f / 256.f; |
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} |
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} |
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std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) { |
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std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) { |
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