Shaders: Implemented the gl_FrontFacing input attribute (attr 63).
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@ -79,6 +79,9 @@ union Attribute {
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// shader, and a tuple of (TessCoord.x, TessCoord.y, TessCoord.z, ~) when inside a Tess Eval
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// shader, and a tuple of (TessCoord.x, TessCoord.y, TessCoord.z, ~) when inside a Tess Eval
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// shader.
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// shader.
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TessCoordInstanceIDVertexID = 47,
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TessCoordInstanceIDVertexID = 47,
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// This attribute contains a tuple of (Unk, Unk, Unk, gl_FrontFacing) when inside a fragment
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// shader. It is unknown what the other values contain.
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FrontFacing = 63,
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};
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};
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union {
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union {
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@ -542,6 +542,10 @@ private:
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// shader.
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// shader.
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ASSERT(stage == Maxwell3D::Regs::ShaderStage::Vertex);
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ASSERT(stage == Maxwell3D::Regs::ShaderStage::Vertex);
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return "vec4(0, 0, uintBitsToFloat(instance_id.x), uintBitsToFloat(gl_VertexID))";
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return "vec4(0, 0, uintBitsToFloat(instance_id.x), uintBitsToFloat(gl_VertexID))";
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case Attribute::Index::FrontFacing:
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// TODO(Subv): Find out what the values are for the other elements.
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ASSERT(stage == Maxwell3D::Regs::ShaderStage::Fragment);
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return "vec4(0, 0, 0, uintBitsToFloat(gl_FrontFacing ? 1 : 0))";
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default:
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default:
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const u32 index{static_cast<u32>(attribute) -
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const u32 index{static_cast<u32>(attribute) -
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static_cast<u32>(Attribute::Index::Attribute_0)};
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static_cast<u32>(Attribute::Index::Attribute_0)};
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