unsigned char buffer_texture_shirtbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
int x, startx = span->startx, endx = span->endx;
- float Color_Ambient[4], Color_Diffuse[4], Color_Specular[4], Color_Glow[4], Color_Pants[4], Color_Shirt[4], LightColor[4];
+ float Color_Ambient[4], Color_Diffuse[4], Color_Specular[4], /*Color_Glow[4],*/ Color_Pants[4], Color_Shirt[4], LightColor[4];
float CubeVectordata[4];
float CubeVectorslope[4];
float LightVectordata[4];
float CubeVector[4];
float attenuation;
int d[4];
+#if 0
Color_Glow[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+0];
Color_Glow[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+1];
Color_Glow[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+2];
Color_Glow[3] = 0.0f;
+#endif
Color_Ambient[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0];
Color_Ambient[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1];
Color_Ambient[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2];
static void DPSOFTRAST_PixelShader_Refraction(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
- float z;
+ //float z;
int x, startx = span->startx, endx = span->endx;
// texture reads
float iw;
unsigned char c[4];
- z = buffer_z[x];
+ //z = buffer_z[x];
// " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
iw = 1.0f / (ModelViewProjectionPositiondata[3] + ModelViewProjectionPositionslope[3]*x); // / z