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authorNeoBrainX <NeoBrainX@gmail.com>2013-04-10 12:17:28 +0200
committerNeoBrainX <NeoBrainX@gmail.com>2013-04-10 12:17:28 +0200
commitec5f596b3175e06c8d27ae2053213813db3693ef (patch)
tree28148dc93bb7154fa7ba142cbb8a069da8a38709 /Source/Core
parenta60e1a3db8baae58b759b8b905436a1e52fb81e2 (diff)
VertexShaderGen: More per-pixel-lighting fixes.
Diffstat (limited to 'Source/Core')
-rw-r--r--Source/Core/VideoCommon/Src/VertexShaderGen.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
index 48b09a9eac..452ee7fd3f 100644
--- a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
+++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
@@ -420,7 +420,7 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
out.Write("o.tex3.w = o.pos.w;\n");
}
-/* if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
+ if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
if (xfregs.numTexGen.numTexGens < 7) {
out.Write("o.Normal = float4(_norm0.x,_norm0.y,_norm0.z,pos.z);\n");
@@ -438,7 +438,7 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
if (components & VB_HAS_COL1)
out.Write("o.colors_1 = color1;\n");
- }*/
+ }
//write the true depth value, if the game uses depth textures pixel shaders will override with the correct values
//if not early z culling will improve speed