SwRasterizer/Lighting: implement bump mapping
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3 changed files with 27 additions and 8 deletions
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@ -437,8 +437,8 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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GetInterpolatedAttribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(),
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GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32(),
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};
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std::tie(primary_fragment_color, secondary_fragment_color) =
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ComputeFragmentsColors(g_state.regs.lighting, g_state.lighting, normquat, view);
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std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors(
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g_state.regs.lighting, g_state.lighting, normquat, view, texture_color);
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}
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for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();
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