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/PixelShaderGen.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp') diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index b217e6f176..0ccfb09679 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -643,7 +643,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host // out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further // out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3); GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components << VB_COL_SHIFT, - uid_data->numColorChans, "colors_", "col"); + "colors_", "col"); } // HACK to handle cases where the tex gen is not enabled -- cgit v1.2.3