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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/UberShaderCommon.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/UberShaderCommon.cpp')
-rw-r--r--Source/Core/VideoCommon/UberShaderCommon.cpp7
1 files changed, 2 insertions, 5 deletions
diff --git a/Source/Core/VideoCommon/UberShaderCommon.cpp b/Source/Core/VideoCommon/UberShaderCommon.cpp
index 58e33e5942..645712fd4f 100644
--- a/Source/Core/VideoCommon/UberShaderCommon.cpp
+++ b/Source/Core/VideoCommon/UberShaderCommon.cpp
@@ -94,8 +94,8 @@ void WriteVertexLighting(ShaderCode& out, APIType api_type, const char* world_po
const char* out_color_1_var)
{
out.Write("// Lighting\n");
- out.Write("%sfor (uint chan = 0u; chan < xfmem_numColorChans; chan++) {\n",
- api_type == APIType::D3D ? "[loop] " : "");
+ out.Write("%sfor (uint chan = 0u; chan < %zu; chan++) {\n",
+ api_type == APIType::D3D ? "[loop] " : "", NUM_XF_COLOR_CHANNELS);
out.Write(" uint colorreg = xfmem_color(chan);\n"
" uint alphareg = xfmem_alpha(chan);\n"
" int4 mat = " I_MATERIALS "[chan + 2u]; \n"
@@ -196,8 +196,5 @@ void WriteVertexLighting(ShaderCode& out, APIType api_type, const char* world_po
out.Write(" }\n"
"}\n"
"\n");
-
- out.Write("if (xfmem_numColorChans < 2u && (components & %uu) == 0u)\n", VB_HAS_COL1);
- out.Write(" %s = %s;\n\n", out_color_1_var, out_color_0_var);
}
}