From efb97598629b96378edd783af82936185d8a99ce Mon Sep 17 00:00:00 2001 From: Stenzek Date: Tue, 21 Nov 2017 18:54:11 +1000 Subject: LightingShaderGen: Always calculate lighting for both color channels Cel-damage uses the color from the lighting stage of the vertex pipeline as texture coordinates, but sets numColorChans to zero. We now calculate the colors in all cases, but override the color before writing it from the vertex shader if numColorChans is set to a lower value. --- Source/Core/VideoCommon/LightingShaderGen.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'Source/Core/VideoCommon/LightingShaderGen.cpp') diff --git a/Source/Core/VideoCommon/LightingShaderGen.cpp b/Source/Core/VideoCommon/LightingShaderGen.cpp index b5556214f0..4139018552 100644 --- a/Source/Core/VideoCommon/LightingShaderGen.cpp +++ b/Source/Core/VideoCommon/LightingShaderGen.cpp @@ -79,9 +79,9 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d // inColorName is color in vs and colors_ in ps // dest is o.colors_ in vs and colors_ in ps void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components, - u32 numColorChans, const char* inColorName, const char* dest) + const char* inColorName, const char* dest) { - for (unsigned int j = 0; j < numColorChans; j++) + for (unsigned int j = 0; j < NUM_XF_COLOR_CHANNELS; j++) { object.Write("{\n"); @@ -185,7 +185,7 @@ void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_d void GetLightingShaderUid(LightingUidData& uid_data) { - for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++) + for (unsigned int j = 0; j < NUM_XF_COLOR_CHANNELS; j++) { uid_data.matsource |= xfmem.color[j].matsource << j; uid_data.matsource |= xfmem.alpha[j].matsource << (j + 2); -- cgit v1.2.3