change clamp to saturate in shader templates

per discussions
This commit is contained in:
medievil1 2024-02-03 14:46:54 -05:00
parent aedb5ba87b
commit 0560ed6955
2 changed files with 2 additions and 2 deletions

View File

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

View File

@ -302,7 +302,7 @@ float4 main(const PS_INPUT input) : COLOR {
// Add fog if enabled
if (state.FogEnable) {
ctx.CURRENT.rgb = lerp(state.FogColor.rgb, ctx.CURRENT.rgb, clamp(fogFactor, 0, 1));
ctx.CURRENT.rgb = lerp(state.FogColor.rgb, ctx.CURRENT.rgb, saturate(fogFactor));
}
// Add specular if enabled