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authorPokechu22 <Pokechu022@gmail.com>2024-09-24 23:46:45 -0700
committerPokechu22 <Pokechu022@gmail.com>2024-10-12 10:32:41 -0700
commit937bb2aa2e12b635ba328af8de7c9a5d5963d084 (patch)
treef7e24ca237cdda8cde7e611ee52806fdea96292a /Source/Core/VideoCommon/UberShaderVertex.cpp
parent35ec2e97a8ea90730cb33eceec701f81597f98f7 (diff)
Cache normals in addition to binormals and tangents
Fixes LIT (https://bugs.dolphin-emu.org/issues/13635). The text does not include normals, but has lighting enabled. With the previous default of (0, 0, 0), lighting was always black (as dot(X, (0, 0, 0)) is always 0). It seems like the normal from the map in the background (0, 0, 1) is re-used. LIT also has the vertex color enabled while vertex color is not specified, the same as SMS's debug cubes; the default MissingColorValue GameINI value of solid white seems to work correctly in this case.
Diffstat (limited to 'Source/Core/VideoCommon/UberShaderVertex.cpp')
-rw-r--r--Source/Core/VideoCommon/UberShaderVertex.cpp42
1 files changed, 24 insertions, 18 deletions
diff --git a/Source/Core/VideoCommon/UberShaderVertex.cpp b/Source/Core/VideoCommon/UberShaderVertex.cpp
index eceda62e48..a6c0502dfe 100644
--- a/Source/Core/VideoCommon/UberShaderVertex.cpp
+++ b/Source/Core/VideoCommon/UberShaderVertex.cpp
@@ -251,47 +251,53 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
"o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION
"[1], pos), dot(" I_PROJECTION "[2], pos), dot(" I_PROJECTION "[3], pos));\n"
"\n"
- "// The scale of the transform matrix is used to control the size of the emboss map\n"
- "// effect by changing the scale of the transformed binormals (which only get used by\n"
- "// emboss map texgens). By normalising the first transformed normal (which is used\n"
- "// by lighting calculations and needs to be unit length), the same transform matrix\n"
- "// can do double duty, scaling for emboss mapping, and not scaling for lighting.\n"
- "float3 _normal = float3(0.0, 0.0, 0.0);\n"
+ "float3 _rawnormal;\n"
+ "float3 _rawtangent;\n"
+ "float3 _rawbinormal;\n"
"if ((components & {}u) != 0u) // VB_HAS_NORMAL\n"
"{{\n",
Common::ToUnderlying(VB_HAS_NORMAL));
LoadVertexAttribute(out, host_config, 2, "rawnormal", "float3", "float3");
- out.Write(" _normal = normalize(float3(dot(N0, rawnormal), dot(N1, rawnormal), dot(N2, "
- "rawnormal)));\n"
+ out.Write(" _rawnormal = rawnormal;\n"
+ "}}\n"
+ "else\n"
+ "{{\n"
+ " _rawnormal = " I_CACHED_NORMAL ".xyz;\n"
"}}\n"
"\n"
- "float3 _tangent = float3(0.0, 0.0, 0.0);\n"
"if ((components & {}u) != 0u) // VB_HAS_TANGENT\n"
"{{\n",
Common::ToUnderlying(VB_HAS_TANGENT));
LoadVertexAttribute(out, host_config, 2, "rawtangent", "float3", "float3");
- out.Write(" _tangent = float3(dot(N0, rawtangent), dot(N1, rawtangent), dot(N2, rawtangent));\n"
+ out.Write(" _rawtangent = rawtangent;\n"
"}}\n"
"else\n"
"{{\n"
- " _tangent = float3(dot(N0, " I_CACHED_TANGENT ".xyz), dot(N1, " I_CACHED_TANGENT
- ".xyz), dot(N2, " I_CACHED_TANGENT ".xyz));\n"
+ " _rawtangent = " I_CACHED_TANGENT ".xyz;\n"
"}}\n"
"\n"
- "float3 _binormal = float3(0.0, 0.0, 0.0);\n"
"if ((components & {}u) != 0u) // VB_HAS_BINORMAL\n"
"{{\n",
Common::ToUnderlying(VB_HAS_BINORMAL));
LoadVertexAttribute(out, host_config, 2, "rawbinormal", "float3", "float3");
- out.Write(" _binormal = float3(dot(N0, rawbinormal), dot(N1, rawbinormal), dot(N2, "
- "rawbinormal));\n"
+ out.Write(" _rawbinormal = rawbinormal;\n"
"}}\n"
"else\n"
"{{\n"
- " _binormal = float3(dot(N0, " I_CACHED_BINORMAL ".xyz), dot(N1, " I_CACHED_BINORMAL
- ".xyz), dot(N2, " I_CACHED_BINORMAL ".xyz));\n"
+ " _rawbinormal = " I_CACHED_BINORMAL ".xyz;\n"
"}}\n"
- "\n");
+ "\n"
+ "// The scale of the transform matrix is used to control the size of the emboss map\n"
+ "// effect by changing the scale of the transformed binormals (which only get used by\n"
+ "// emboss map texgens). By normalising the first transformed normal (which is used\n"
+ "// by lighting calculations and needs to be unit length), the same transform matrix\n"
+ "// can do double duty, scaling for emboss mapping, and not scaling for lighting.\n"
+ "float3 _normal = normalize(float3(dot(N0, _rawnormal), dot(N1, _rawnormal), dot(N2, "
+ "_rawnormal)));\n"
+ "float3 _tangent = float3(dot(N0, _rawtangent), dot(N1, _rawtangent), dot(N2, "
+ "_rawtangent));\n"
+ "float3 _binormal = float3(dot(N0, _rawbinormal), dot(N1, _rawbinormal), dot(N2, "
+ "_rawbinormal));\n");
// Hardware Lighting
out.Write("// xfmem.numColorChans controls the number of color channels available to TEV,\n"