gl_rasterizer: Initial implementation of bump mapping.
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		@@ -702,6 +702,12 @@ struct Regs {
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        LN = 3, // Cosine of the angle between the light and the normal vectors
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    };
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    enum class LightingBumpMode : u32 {
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        None = 0,
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        NormalMap = 1,
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        TangentMap = 2,
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    };
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    union LightColor {
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        BitField< 0, 10, u32> b;
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        BitField<10, 10, u32> g;
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@@ -775,7 +781,10 @@ struct Regs {
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        union {
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            BitField< 2, 2, LightingFresnelSelector> fresnel_selector;
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            BitField< 4, 4, LightingConfig> config;
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            BitField<22, 2, u32> bump_selector; // 0: Texture 0, 1: Texture 1, 2: Texture 2
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            BitField<27, 1, u32> clamp_highlights; // 1: GL_TRUE, 0: GL_FALSE
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            BitField<28, 2, LightingBumpMode> bump_mode; // 1: GL_TRUE, 0: GL_FALSE
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            BitField<30, 1, u32> bump_renorm; // 0: GL_TRUE, 1: GL_FALSE
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        };
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        union {
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@@ -119,6 +119,9 @@ struct PicaShaderConfig {
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        res.lighting.config = regs.lighting.config;
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        res.lighting.fresnel_selector = regs.lighting.fresnel_selector;
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        res.lighting.bump_mode = regs.lighting.bump_mode;
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        res.lighting.bump_selector = regs.lighting.bump_selector;
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        res.lighting.bump_renorm = regs.lighting.bump_renorm == 0;
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        res.lighting.clamp_highlights = regs.lighting.clamp_highlights != 0;
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        return res;
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@@ -153,6 +156,9 @@ struct PicaShaderConfig {
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            bool enable = false;
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            unsigned src_num = 0;
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            Pica::Regs::LightingBumpMode bump_mode = Pica::Regs::LightingBumpMode::None;
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            unsigned bump_selector = 0;
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            bool bump_renorm = false;
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            bool clamp_highlights = false;
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            Pica::Regs::LightingConfig config = Pica::Regs::LightingConfig::Config0;
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@@ -326,11 +326,28 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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           "vec3 light_vector = vec3(0.0);\n"
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           "vec3 refl_value = vec3(0.0);\n";
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    // Convert interpolated quaternion to a GL fragment normal
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    out += "vec3 normal = normalize(vec3(\n";
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    out += "          2.f*(normquat.x*normquat.z + normquat.y*normquat.w),\n";
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    out += "          2.f*(normquat.y*normquat.z + normquat.x*normquat.w),\n";
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    out += "    1.f - 2.f*(normquat.x*normquat.x + normquat.y*normquat.y)));\n";
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    // Compute fragment normals
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    if (config.lighting.bump_mode == Pica::Regs::LightingBumpMode::NormalMap) {
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        // Bump mapping is enabled using a normal map, read perturbation vector from the selected texture
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        std::string bump_selector = std::to_string(config.lighting.bump_selector);
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        out += "vec3 surface_normal = 2.0 * texture(tex[" + bump_selector + "], texcoord[" + bump_selector + "]).rgb - 1.0;\n";
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        // Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher precision result
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        if (config.lighting.bump_renorm) {
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            std::string val = "(1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y))";
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            out += "surface_normal.z = sqrt(max(" + val + ", 0.0));\n";
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        }
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    } else if (config.lighting.bump_mode == Pica::Regs::LightingBumpMode::TangentMap) {
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        // Bump mapping is enabled using a tangent map
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        LOG_CRITICAL(HW_GPU, "unimplemented bump mapping mode (tangent mapping)");
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        UNIMPLEMENTED();
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    } else {
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        // No bump mapping - surface local normal is just a unit normal
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        out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n";
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    }
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    // Rotate the surface-local normal by the interpolated normal quaternion to convert it to eyespace
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    out += "vec3 normal = normalize(quaternion_rotate(normquat, surface_normal));\n";
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    // Gets the index into the specified lookup table for specular lighting
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    auto GetLutIndex = [config](unsigned light_num, Regs::LightingLutInput input, bool abs) {
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@@ -516,6 +533,11 @@ layout (std140) uniform shader_data {
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uniform sampler2D tex[3];
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uniform sampler1D lut[6];
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// Rotate the vector v by the quaternion q
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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    return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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}
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void main() {
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vec4 primary_fragment_color = vec4(0.0);
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vec4 secondary_fragment_color = vec4(0.0);
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