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[jak 2] ETIE (#2326)
Definitely needs a clean up pass, but I think the functionality is very close. There's a few "hacks" still: - I am using the emerc logic for environment mapping, which doesn't care about the length of the normals. I can't figure out how the normal scaling worked in etie. I want to do a little bit more experimentation with this before merging. - There is some part about adgifs for TIE and ETIE that I don't understand. The clearly correct behavior of TIE/ETIE is that the alpha settings from the adgif shader are overwritten by the settings from the renderer. But I can't figure out how this happens in all cases. - Fade out is completely disabled. I think this is fine because the performance difference isn't bad. But if you are comparing screenshots with PCSX2, it will make things look a tiny bit different.
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@@ -2070,9 +2070,8 @@ void make_tfrag3_data(std::map<u32, std::vector<GroupedDraw>>& draws,
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vtx.z = vert.pre_cam_trans_pos.z();
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vtx.s = vert.stq.x();
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vtx.t = vert.stq.y();
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vtx.q_unused = vert.stq.z();
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// if this is true, we can remove a divide in the shader
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ASSERT(vtx.q_unused == 1.f);
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// because this is true, we can remove a divide in the shader
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ASSERT(vert.stq.z() == 1.f);
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vtx.color_index = vert.rgba / 4;
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// ASSERT((vert.rgba >> 2) < 1024); spider cave has 2048?
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ASSERT((vert.rgba & 3) == 0);
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