diff options
| author | Rodolfo Osvaldo Bogado <rodolfoosvaldobogado@gmail.com> | 2009-10-30 04:14:43 +0000 |
|---|---|---|
| committer | Rodolfo Osvaldo Bogado <rodolfoosvaldobogado@gmail.com> | 2009-10-30 04:14:43 +0000 |
| commit | dd7f6f991fa8f8c88ca11688fd22cf33a77ea3f2 (patch) | |
| tree | c957af1882d10adbc1ab82f142eb6089d0eebebe /Source/Core/VideoCommon/Src/VertexShaderGen.cpp | |
| parent | 9d57502f1aa0c0bf5ed63fd110bc0a88e20ad230 (diff) | |
small code cleanup, and little fixing of errors introduced by mi in my first commit :(
fixed scissor test in direct 3d
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4480 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/VideoCommon/Src/VertexShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/Src/VertexShaderGen.cpp | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp index bbd5a34f64..4d310f98cd 100644 --- a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp @@ -168,7 +168,7 @@ const char *GenerateVertexShader(u32 components, bool D3D) WRITE(p, " float4 blend_indices : BLENDINDICES,\n"); } else - WRITE(p, " half posmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB); + WRITE(p, " float posmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB); } WRITE(p, " float4 rawpos : POSITION) {\n"); WRITE(p, "VS_OUTPUT o;\n"); @@ -188,36 +188,36 @@ const char *GenerateVertexShader(u32 components, bool D3D) } if (components & VB_HAS_NRM0) - WRITE(p, "half3 _norm0 = half3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0));\n" - "half3 norm0 = normalize(_norm0);\n"); + WRITE(p, "float3 _norm0 = float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0));\n" + "float3 norm0 = normalize(_norm0);\n"); if (components & VB_HAS_NRM1) - WRITE(p, "half3 _norm1 = half3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"); + WRITE(p, "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"); //"half3 norm1 = normalize(_norm1);\n"); if (components & VB_HAS_NRM2) - WRITE(p, "half3 _norm2 = half3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"); + WRITE(p, "float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"); //"half3 norm2 = normalize(_norm2);\n"); } else { WRITE(p, "float4 pos = float4(dot("I_POSNORMALMATRIX".T0, rawpos), dot("I_POSNORMALMATRIX".T1, rawpos), dot("I_POSNORMALMATRIX".T2, rawpos), 1.0f);\n"); if (components & VB_HAS_NRM0) - WRITE(p, "half3 _norm0 = half3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm0));\n" - "half3 norm0 = normalize(_norm0);\n"); + WRITE(p, "float3 _norm0 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm0));\n" + "float3 norm0 = normalize(_norm0);\n"); if (components & VB_HAS_NRM1) - WRITE(p, "half3 _norm1 = half3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n"); + WRITE(p, "float3 _norm1 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n"); //"half3 norm1 = normalize(_norm1);\n"); if (components & VB_HAS_NRM2) - WRITE(p, "half3 _norm2 = half3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n"); + WRITE(p, "float3 _norm2 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n"); //"half3 norm2 = normalize(_norm2);\n"); } if (!(components & VB_HAS_NRM0)) - WRITE(p, "half3 _norm0 = half3(0,0,0), norm0 = half3(0,0,0);\n"); + WRITE(p, "float3 _norm0 = float3(0.0f,0.0f,0.0f), norm0 = float3(0.0f,0.0f,0.0f);\n"); WRITE(p, "o.pos = float4(dot("I_PROJECTION".T0, pos), dot("I_PROJECTION".T1, pos), dot("I_PROJECTION".T2, pos), dot("I_PROJECTION".T3, pos));\n"); - WRITE(p, "half4 mat;\n" // = half4(1,1,1,1), lacc = half4(0,0,0,0);\n" - "half3 ldir, h;\n" - "half dist, dist2, attn;\n"); + WRITE(p, "float4 mat;\n" // = half4(1,1,1,1), lacc = half4(0,0,0,0);\n" + "float3 ldir, h;\n" + "float dist, dist2, attn;\n"); // lights/colors for (int j = 0; j < xfregs.nNumChans; j++) { @@ -228,12 +228,12 @@ const char *GenerateVertexShader(u32 components, bool D3D) WRITE(p, "{\n"); - WRITE(p, "half4 lacc = half4(1,1,1,1);\n"); + WRITE(p, "float4 lacc = float4(1.0f,1.0f,1.0f,1.0f);\n"); if (color.matsource) {// from vertex if (components & (VB_HAS_COL0 << j)) WRITE(p, "mat = color%d;\n", j); else - WRITE(p, "mat = half4(1,1,1,1);\n"); + WRITE(p, "mat = float4(1.0f,1.0f,1.0f,1.0f);\n"); } else // from color WRITE(p, "mat = "I_MATERIALS".C%d;\n", j+2); @@ -243,7 +243,7 @@ const char *GenerateVertexShader(u32 components, bool D3D) if (components & (VB_HAS_COL0<<j) ) WRITE(p, "lacc = color%d;\n", j); else - WRITE(p, "lacc = half4(0,0,0,0);\n"); + WRITE(p, "lacc = float4(0.0f,0.0f,0.0f,0.0f);\n"); } else // from color WRITE(p, "lacc = "I_MATERIALS".C%d;\n", j); @@ -323,7 +323,7 @@ const char *GenerateVertexShader(u32 components, bool D3D) // zero left over channels for (int i = xfregs.nNumChans; i < 2; ++i) - WRITE(p, "o.colors[%d] = float4(0,0,0,0);\n", i); + WRITE(p, "o.colors[%d] = float4(0.0f,0.0f,0.0f,0.0f);\n", i); // transform texcoords for (int i = 0; i < xfregs.numTexGens; ++i) { @@ -476,11 +476,11 @@ char* GenerateLightShader(char* p, int index, const LitChannel& chan, const char "dist = sqrt(dist2);\n" "ldir = ldir / dist;\n" "attn = max(0.0f, dot(ldir, "I_LIGHTS".lights[%d].dir.xyz));\n",index); - WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, half3(1, attn, attn*attn))) / dot("I_LIGHTS".lights[%d].distatt.xyz, half3(1,dist,dist2));\n", index, index); + WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot("I_LIGHTS".lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", index, index); } else if (chan.attnfunc == 1) { // specular WRITE(p, "attn = dot(norm0, "I_LIGHTS".lights[%d].pos.xyz) > 0.0f ? max(0.0f, dot(norm0, "I_LIGHTS".lights[%d].dir.xyz)) : 0.0f;\n", index, index); - WRITE(p, "ldir = half3(1,attn,attn*attn);\n"); + WRITE(p, "ldir = float3(1,attn,attn*attn);\n"); WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, ldir)) / dot("I_LIGHTS".lights[%d].distatt.xyz, ldir);\n", index, index); } |
