change clamp to saturate in shader templates
per discussions
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@ -398,7 +398,7 @@ PS_OUTPUT main(const PS_INPUT xIn)
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// Note : VFACE/FrontFace has been unreliable, investigate again if some test-case shows bland colors
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v0 = isFrontFace ? xIn.iD0 : xIn.iB0; // Diffuse front/back
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v1 = isFrontFace ? xIn.iD1 : xIn.iB1; // Specular front/back
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fog = float4(c_fog.rgb, clamp(fogFactor, 0, 1)); // color from PSH_XBOX_CONSTANT_FOG, alpha from vertex shader output / pixel shader input
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fog = float4(c_fog.rgb, saturate(fogFactor)); // color from PSH_XBOX_CONSTANT_FOG, alpha from vertex shader output / pixel shader input
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// Xbox shader program will be inserted here
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// <XBOX SHADER PROGRAM GOES HERE>
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@ -302,7 +302,7 @@ float4 main(const PS_INPUT input) : COLOR {
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// Add fog if enabled
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if (state.FogEnable) {
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ctx.CURRENT.rgb = lerp(state.FogColor.rgb, ctx.CURRENT.rgb, clamp(fogFactor, 0, 1));
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ctx.CURRENT.rgb = lerp(state.FogColor.rgb, ctx.CURRENT.rgb, saturate(fogFactor));
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}
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// Add specular if enabled
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