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authorPokechu22 <Pokechu022@gmail.com>2021-10-13 20:43:32 -0700
committerPokechu22 <Pokechu022@gmail.com>2021-10-13 20:43:32 -0700
commita372a5947b65166ca7bf9f41507191ba12bec253 (patch)
tree71c5e6c0941912a5c395f5ccd5eb03eec45ec06a /Source/Core/VideoCommon/UberShaderVertex.cpp
parent023eb0b7029eb3633ce9eeb039c11d835ea7fd74 (diff)
VideoCommon: Fix color channel logic when per-pixel lighting is in use
This was broken in #10012 (specifically by 06579e4d53844e5a45ae18f8eda6c4ee69ebad2c and c3dec343918ff44e90886daf71a6bf0c49033de1).
Diffstat (limited to 'Source/Core/VideoCommon/UberShaderVertex.cpp')
-rw-r--r--Source/Core/VideoCommon/UberShaderVertex.cpp40
1 files changed, 16 insertions, 24 deletions
diff --git a/Source/Core/VideoCommon/UberShaderVertex.cpp b/Source/Core/VideoCommon/UberShaderVertex.cpp
index 90871a45eb..8d3b128688 100644
--- a/Source/Core/VideoCommon/UberShaderVertex.cpp
+++ b/Source/Core/VideoCommon/UberShaderVertex.cpp
@@ -215,37 +215,29 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
if (num_texgen > 0)
GenVertexShaderTexGens(api_type, num_texgen, out);
- out.Write("// The number of colors available to TEV is determined by numColorChans.\n"
- "// We have to provide the fields to match the interface, so set to zero\n"
- "// if it's not enabled.\n");
-
- const char* color_prefix;
if (per_pixel_lighting)
{
- out.Write("\n// Since per-pixel lighting is enabled, the vertex colors are passed through\n"
- "// unmodified so we can evaluate the lighting in the pixel shader.\n");
- color_prefix = "vertex_color_";
+ out.Write("// When per-pixel lighting is enabled, the vertex colors are passed through\n"
+ "// unmodified so we can evaluate the lighting in the pixel shader.\n"
+ "// Lighting is also still computed in the vertex shader since it can be used to\n"
+ "// generate texture coordinates. We generated them above, so now the colors can\n"
+ "// be reverted to their previous stage.\n"
+ "o.colors_0 = vertex_color_0;\n"
+ "o.colors_1 = vertex_color_1;\n"
+ "// Note that the numColorChans logic should be (but currently isn't)\n"
+ "// performed in the pixel shader.\n");
}
else
{
- color_prefix = "rawcolor";
+ out.Write("// The number of colors available to TEV is determined by numColorChans.\n"
+ "// We have to provide the fields to match the interface, so set to zero\n"
+ "// if it's not enabled.\n"
+ "if (xfmem_numColorChans == 0u)\n"
+ " o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n"
+ "if (xfmem_numColorChans <= 1u)\n"
+ " o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n");
}
- out.Write("if (xfmem_numColorChans == 0u) {{\n"
- " if ((components & {}u) != 0u) // VB_HAS_COL0\n"
- " o.colors_0 = {}0;\n"
- " else\n"
- " o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n"
- "}}\n",
- VB_HAS_COL0, color_prefix);
- out.Write("if (xfmem_numColorChans <= 1u) {{\n"
- " if ((components & {}u) != 0u) // VB_HAS_COL1\n"
- " o.colors_1 = {}1;\n"
- " else\n"
- " o.colors_1 = o.colors_0;\n"
- "}}\n",
- VB_HAS_COL1, color_prefix);
-
if (!host_config.fast_depth_calc)
{
// clipPos/w needs to be done in pixel shader, not here