+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_colorbgra8, GL20TU_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_pantsbgra8, GL20TU_PANTS, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_shirtbgra8, GL20TU_SHIRT, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ }
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_GLOW)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_glowbgra8, GL20TU_GLOW, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ }
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_SPECULAR)
+ {
+ Color_Diffuse[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0];
+ Color_Diffuse[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1];
+ Color_Diffuse[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2];
+ Color_Diffuse[3] = 0.0f;
+ LightColor[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+0];
+ LightColor[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+1];
+ LightColor[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+2];
+ LightColor[3] = 0.0f;
+ LightVectordata[0] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][0];
+ LightVectordata[1] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][1];
+ LightVectordata[2] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][2];
+ LightVectordata[3] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][3];
+ LightVectorslope[0] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][0];
+ LightVectorslope[1] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][1];
+ LightVectorslope[2] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][2];
+ LightVectorslope[3] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][3];
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ Color_Specular[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+0];
+ Color_Specular[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+1];
+ Color_Specular[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+2];
+ Color_Specular[3] = 0.0f;
+ SpecularPower = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_SpecularPower*4+0];
+ EyeVectordata[0] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD2][0];
+ EyeVectordata[1] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD2][1];
+ EyeVectordata[2] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD2][2];
+ EyeVectordata[3] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD2][3];
+ EyeVectorslope[0] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD2][0];
+ EyeVectorslope[1] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD2][1];
+ EyeVectorslope[2] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD2][2];
+ EyeVectorslope[3] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD2][3];
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_glossbgra8, GL20TU_GLOSS, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ for (x = startx;x < endx;x++)
+ {
+ z = buffer_z[x];
+ diffusetex[0] = buffer_texture_colorbgra8[x*4+0];
+ diffusetex[1] = buffer_texture_colorbgra8[x*4+1];
+ diffusetex[2] = buffer_texture_colorbgra8[x*4+2];
+ diffusetex[3] = buffer_texture_colorbgra8[x*4+3];
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+ {
+ diffusetex[0] += buffer_texture_pantsbgra8[x*4+0] * Color_Pants[0] + buffer_texture_shirtbgra8[x*4+0] * Color_Shirt[0];
+ diffusetex[1] += buffer_texture_pantsbgra8[x*4+1] * Color_Pants[1] + buffer_texture_shirtbgra8[x*4+1] * Color_Shirt[1];
+ diffusetex[2] += buffer_texture_pantsbgra8[x*4+2] * Color_Pants[2] + buffer_texture_shirtbgra8[x*4+2] * Color_Shirt[2];
+ diffusetex[3] += buffer_texture_pantsbgra8[x*4+3] * Color_Pants[3] + buffer_texture_shirtbgra8[x*4+3] * Color_Shirt[3];
+ }
+ glosstex[0] = buffer_texture_glossbgra8[x*4+0];
+ glosstex[1] = buffer_texture_glossbgra8[x*4+1];
+ glosstex[2] = buffer_texture_glossbgra8[x*4+2];
+ glosstex[3] = buffer_texture_glossbgra8[x*4+3];
+ surfacenormal[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+ surfacenormal[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+ surfacenormal[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+ DPSOFTRAST_Vector3Normalize(surfacenormal);
+
+ lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z;
+ lightnormal[1] = (LightVectordata[1] + LightVectorslope[1]*x) * z;
+ lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z;
+ DPSOFTRAST_Vector3Normalize(lightnormal);
+
+ eyenormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z;
+ eyenormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z;
+ eyenormal[2] = (EyeVectordata[2] + EyeVectorslope[2]*x) * z;
+ DPSOFTRAST_Vector3Normalize(eyenormal);
+
+ specularnormal[0] = lightnormal[0] + eyenormal[0];
+ specularnormal[1] = lightnormal[1] + eyenormal[1];
+ specularnormal[2] = lightnormal[2] + eyenormal[2];
+ DPSOFTRAST_Vector3Normalize(specularnormal);
+
+ diffuse = DPSOFTRAST_Vector3Dot(surfacenormal, lightnormal);if (diffuse < 0.0f) diffuse = 0.0f;
+ specular = DPSOFTRAST_Vector3Dot(surfacenormal, specularnormal);if (specular < 0.0f) specular = 0.0f;
+ specular = pow(specular, SpecularPower * glosstex[3]);
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_GLOW)
+ {
+ d[0] = (int)(buffer_texture_glowbgra8[x*4+0] * Color_Glow[0] + diffusetex[0] * Color_Ambient[0] + (diffusetex[0] * Color_Diffuse[0] * diffuse + glosstex[0] * Color_Specular[0] * specular) * LightColor[0]);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)(buffer_texture_glowbgra8[x*4+1] * Color_Glow[1] + diffusetex[1] * Color_Ambient[1] + (diffusetex[1] * Color_Diffuse[1] * diffuse + glosstex[1] * Color_Specular[1] * specular) * LightColor[1]);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)(buffer_texture_glowbgra8[x*4+2] * Color_Glow[2] + diffusetex[2] * Color_Ambient[2] + (diffusetex[2] * Color_Diffuse[2] * diffuse + glosstex[2] * Color_Specular[2] * specular) * LightColor[2]);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255;
+ }
+ else
+ {
+ d[0] = (int)( diffusetex[0] * Color_Ambient[0] + (diffusetex[0] * Color_Diffuse[0] * diffuse + glosstex[0] * Color_Specular[0] * specular) * LightColor[0]);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)( diffusetex[1] * Color_Ambient[1] + (diffusetex[1] * Color_Diffuse[1] * diffuse + glosstex[1] * Color_Specular[1] * specular) * LightColor[1]);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)( diffusetex[2] * Color_Ambient[2] + (diffusetex[2] * Color_Diffuse[2] * diffuse + glosstex[2] * Color_Specular[2] * specular) * LightColor[2]);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255;
+ }
+ buffer_FragColorbgra8[x*4+0] = d[0];
+ buffer_FragColorbgra8[x*4+1] = d[1];
+ buffer_FragColorbgra8[x*4+2] = d[2];
+ buffer_FragColorbgra8[x*4+3] = d[3];
+ }
+ }
+ else if (dpsoftrast.shader_permutation & SHADERPERMUTATION_DIFFUSE)
+ {
+ Color_Diffuse[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0];
+ Color_Diffuse[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1];
+ Color_Diffuse[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2];
+ Color_Diffuse[3] = 0.0f;
+ LightColor[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+0];
+ LightColor[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+1];
+ LightColor[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+2];
+ LightColor[3] = 0.0f;
+ LightVectordata[0] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][0];
+ LightVectordata[1] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][1];
+ LightVectordata[2] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][2];
+ LightVectordata[3] = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][3];
+ LightVectorslope[0] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][0];
+ LightVectorslope[1] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][1];
+ LightVectorslope[2] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][2];
+ LightVectorslope[3] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][3];
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ for (x = startx;x < endx;x++)
+ {
+ z = buffer_z[x];
+ diffusetex[0] = buffer_texture_colorbgra8[x*4+0];
+ diffusetex[1] = buffer_texture_colorbgra8[x*4+1];
+ diffusetex[2] = buffer_texture_colorbgra8[x*4+2];
+ diffusetex[3] = buffer_texture_colorbgra8[x*4+3];
+ surfacenormal[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+ surfacenormal[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+ surfacenormal[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+ DPSOFTRAST_Vector3Normalize(surfacenormal);
+
+ lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z;
+ lightnormal[1] = (LightVectordata[1] + LightVectorslope[1]*x) * z;
+ lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z;
+ DPSOFTRAST_Vector3Normalize(lightnormal);
+
+ diffuse = DPSOFTRAST_Vector3Dot(surfacenormal, lightnormal);if (diffuse < 0.0f) diffuse = 0.0f;
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_GLOW)
+ {
+ d[0] = (int)(buffer_texture_glowbgra8[x*4+0] * Color_Glow[0] + diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse * LightColor[0]));if (d[0] > 255) d[0] = 255;
+ d[1] = (int)(buffer_texture_glowbgra8[x*4+1] * Color_Glow[1] + diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse * LightColor[1]));if (d[1] > 255) d[1] = 255;
+ d[2] = (int)(buffer_texture_glowbgra8[x*4+2] * Color_Glow[2] + diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse * LightColor[2]));if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * (Color_Ambient[3] ));if (d[3] > 255) d[3] = 255;
+ }
+ else
+ {
+ d[0] = (int)( + diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse * LightColor[0]));if (d[0] > 255) d[0] = 255;
+ d[1] = (int)( + diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse * LightColor[1]));if (d[1] > 255) d[1] = 255;
+ d[2] = (int)( + diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse * LightColor[2]));if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * (Color_Ambient[3] ));if (d[3] > 255) d[3] = 255;
+ }
+ buffer_FragColorbgra8[x*4+0] = d[0];
+ buffer_FragColorbgra8[x*4+1] = d[1];
+ buffer_FragColorbgra8[x*4+2] = d[2];
+ buffer_FragColorbgra8[x*4+3] = d[3];
+ }
+ }
+ else
+ {
+ for (x = startx;x < endx;x++)
+ {
+ z = buffer_z[x];
+ diffusetex[0] = buffer_texture_colorbgra8[x*4+0];
+ diffusetex[1] = buffer_texture_colorbgra8[x*4+1];
+ diffusetex[2] = buffer_texture_colorbgra8[x*4+2];
+ diffusetex[3] = buffer_texture_colorbgra8[x*4+3];
+
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_GLOW)
+ {
+ d[0] = (int)(buffer_texture_glowbgra8[x*4+0] * Color_Glow[0] + diffusetex[0] * Color_Ambient[0]);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)(buffer_texture_glowbgra8[x*4+1] * Color_Glow[1] + diffusetex[1] * Color_Ambient[1]);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)(buffer_texture_glowbgra8[x*4+2] * Color_Glow[2] + diffusetex[2] * Color_Ambient[2]);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255;
+ }
+ else
+ {
+ d[0] = (int)( diffusetex[0] * Color_Ambient[0]);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)( diffusetex[1] * Color_Ambient[1]);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)( diffusetex[2] * Color_Ambient[2]);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255;
+ }
+ buffer_FragColorbgra8[x*4+0] = d[0];
+ buffer_FragColorbgra8[x*4+1] = d[1];
+ buffer_FragColorbgra8[x*4+2] = d[2];
+ buffer_FragColorbgra8[x*4+3] = d[3];
+ }
+ }