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| 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/VertexShaderGen.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/VertexShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/VertexShaderGen.cpp | 44 |
1 files changed, 16 insertions, 28 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp index 5795597ff7..7f3e00609a 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/VertexShaderGen.cpp @@ -443,38 +443,26 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho out.Write("}}\n"); } - // The number of colors available to TEV is determined by numColorChans. - // We have to provide the fields to match the interface, so set to zero if it's not enabled. - - // When per-pixel lighting is enabled, the vertex colors are passed through unmodified so we can - // evaluate the lighting in the same manner in the pixel shader. - if (uid_data->numColorChans == 0) + if (per_pixel_lighting) { - if ((uid_data->components & VB_HAS_COL0) != 0) - { - if (per_pixel_lighting) - out.Write("o.colors_0 = vertex_color_0;\n"); - else - out.Write("o.colors_0 = rawcolor0;\n"); - } - else - { - out.Write("o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n"); - } + // When per-pixel lighting is enabled, the vertex colors are passed through + // unmodified so we can evaluate the lighting in the pixel shader. + + // Lighting is also still computed in the vertex shader since it can be used to + // generate texture coordinates. We generated them above, so now the colors can + // be reverted to their previous stage. + out.Write("o.colors_0 = vertex_color_0;\n"); + out.Write("o.colors_1 = vertex_color_1;\n"); + // Note that the numColorChans logic is performed in the pixel shader. } - if (uid_data->numColorChans <= 1) + else { - if ((uid_data->components & VB_HAS_COL1) != 0) - { - if (per_pixel_lighting) - out.Write("o.colors_1 = vertex_color_1;\n"); - else - out.Write("o.colors_1 = rawcolor1;\n"); - } - else - { + // The number of colors available to TEV is determined by numColorChans. + // We have to provide the fields to match the interface, so set to zero if it's not enabled. + if (uid_data->numColorChans == 0) + out.Write("o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n"); + if (uid_data->numColorChans <= 1) out.Write("o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n"); - } } // clipPos/w needs to be done in pixel shader, not here |
