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VideoCommon: Rename norm0/norm1/norm2 to normal/tangent/binormal
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@ -115,11 +115,12 @@ D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl)
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for (int i = 0; i < 3; i++)
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{
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static constexpr std::array<const char*, 3> NAMES = {"NORMAL", "TANGENT", "BINORMAL"};
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format = &vtx_decl.normals[i];
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if (format->enable)
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{
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m_elems[m_num_elems].SemanticName = "NORMAL";
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m_elems[m_num_elems].SemanticIndex = i;
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m_elems[m_num_elems].SemanticName = NAMES[i];
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m_elems[m_num_elems].SemanticIndex = 0;
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m_elems[m_num_elems].AlignedByteOffset = format->offset;
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m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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@ -92,7 +92,8 @@ void DXVertexFormat::MapAttributes()
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{
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if (m_decl.normals[i].enable)
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{
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AddAttribute("NORMAL", i, 0,
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static constexpr std::array<const char*, 3> NAMES = {"NORMAL", "TANGENT", "BINORMAL"};
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AddAttribute(NAMES[i], 0, 0,
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VarToDXGIFormat(m_decl.normals[i].type, m_decl.normals[i].components,
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m_decl.normals[i].integer),
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m_decl.normals[i].offset);
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@ -68,7 +68,7 @@ GLVertexFormat::GLVertexFormat(const PortableVertexDeclaration& vtx_decl)
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SetPointer(SHADER_POSITION_ATTRIB, vertex_stride, vtx_decl.position);
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for (int i = 0; i < 3; i++)
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SetPointer(SHADER_NORM0_ATTRIB + i, vertex_stride, vtx_decl.normals[i]);
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SetPointer(SHADER_NORMAL_ATTRIB + i, vertex_stride, vtx_decl.normals[i]);
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for (int i = 0; i < 2; i++)
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SetPointer(SHADER_COLOR0_ATTRIB + i, vertex_stride, vtx_decl.colors[i]);
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@ -139,9 +139,9 @@ void SHADER::SetProgramBindings(bool is_compute)
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glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "rawcolor0");
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glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "rawcolor1");
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glBindAttribLocation(glprogid, SHADER_NORM0_ATTRIB, "rawnorm0");
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glBindAttribLocation(glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
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glBindAttribLocation(glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
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glBindAttribLocation(glprogid, SHADER_NORMAL_ATTRIB, "rawnormal");
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glBindAttribLocation(glprogid, SHADER_TANGENT_ATTRIB, "rawtangent");
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glBindAttribLocation(glprogid, SHADER_BINORMAL_ATTRIB, "rawbinormal");
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}
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for (int i = 0; i < 8; i++)
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@ -89,10 +89,10 @@ void SWVertexLoader::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_
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OutputVertexData* outVertex = m_setup_unit.GetVertex();
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TransformUnit::TransformPosition(&m_vertex, outVertex);
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outVertex->normal = {};
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if (VertexLoaderManager::g_current_components & VB_HAS_NRM0)
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if (VertexLoaderManager::g_current_components & VB_HAS_NORMAL)
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{
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TransformUnit::TransformNormal(
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&m_vertex, (VertexLoaderManager::g_current_components & VB_HAS_NRM2) != 0, outVertex);
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&m_vertex, (VertexLoaderManager::g_current_components & VB_HAS_BINORMAL) != 0, outVertex);
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}
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TransformUnit::TransformColor(&m_vertex, outVertex);
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TransformUnit::TransformTexCoord(&m_vertex, outVertex);
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@ -73,7 +73,7 @@ void VertexFormat::MapAttributes()
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for (uint32_t i = 0; i < 3; i++)
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{
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if (m_decl.normals[i].enable)
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AddAttribute(SHADER_NORM0_ATTRIB + i, 0,
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AddAttribute(SHADER_NORMAL_ATTRIB + i, 0,
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VarToVkFormat(m_decl.normals[i].type, m_decl.normals[i].components,
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m_decl.normals[i].integer),
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m_decl.normals[i].offset);
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