diff options
| author | Pokechu22 <Pokechu022@gmail.com> | 2021-10-13 20:43:32 -0700 |
|---|---|---|
| committer | Pokechu22 <Pokechu022@gmail.com> | 2021-10-13 20:43:32 -0700 |
| commit | a372a5947b65166ca7bf9f41507191ba12bec253 (patch) | |
| tree | 71c5e6c0941912a5c395f5ccd5eb03eec45ec06a /Source/Core/VideoCommon/UberShaderVertex.cpp | |
| parent | 023eb0b7029eb3633ce9eeb039c11d835ea7fd74 (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.cpp | 40 |
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 |
