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authorStenzek <stenzek@gmail.com>2017-11-21 18:54:11 +1000
committerStenzek <stenzek@gmail.com>2017-11-22 01:52:18 +1000
commitefb97598629b96378edd783af82936185d8a99ce (patch)
tree6be0e38fd495292ee5f5d63471732164254cccac /Source/Core/VideoCommon/LightingShaderGen.cpp
parent18c1bf19cac3b4299c55db35117f1383a5c80318 (diff)
LightingShaderGen: Always calculate lighting for both color channels
Cel-damage uses the color from the lighting stage of the vertex pipeline as texture coordinates, but sets numColorChans to zero. We now calculate the colors in all cases, but override the color before writing it from the vertex shader if numColorChans is set to a lower value.
Diffstat (limited to 'Source/Core/VideoCommon/LightingShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/LightingShaderGen.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/Source/Core/VideoCommon/LightingShaderGen.cpp b/Source/Core/VideoCommon/LightingShaderGen.cpp
index b5556214f0..4139018552 100644
--- a/Source/Core/VideoCommon/LightingShaderGen.cpp
+++ b/Source/Core/VideoCommon/LightingShaderGen.cpp
@@ -79,9 +79,9 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d
// inColorName is color in vs and colors_ in ps
// dest is o.colors_ in vs and colors_ in ps
void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components,
- u32 numColorChans, const char* inColorName, const char* dest)
+ const char* inColorName, const char* dest)
{
- for (unsigned int j = 0; j < numColorChans; j++)
+ for (unsigned int j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
{
object.Write("{\n");
@@ -185,7 +185,7 @@ void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_d
void GetLightingShaderUid(LightingUidData& uid_data)
{
- for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
+ for (unsigned int j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
{
uid_data.matsource |= xfmem.color[j].matsource << j;
uid_data.matsource |= xfmem.alpha[j].matsource << (j + 2);