From 0560ed6955bf0609ca28167f41fb9c3abe972748 Mon Sep 17 00:00:00 2001 From: medievil1 <38597905+medievil1@users.noreply.github.com> Date: Sat, 3 Feb 2024 14:46:54 -0500 Subject: [PATCH] change clamp to saturate in shader templates per discussions --- src/core/hle/D3D8/Direct3D9/CxbxPixelShaderTemplate.hlsl | 2 +- src/core/hle/D3D8/Direct3D9/FixedFunctionPixelShader.hlsl | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/src/core/hle/D3D8/Direct3D9/CxbxPixelShaderTemplate.hlsl b/src/core/hle/D3D8/Direct3D9/CxbxPixelShaderTemplate.hlsl index b7ea4fa21..c496a4210 100644 --- a/src/core/hle/D3D8/Direct3D9/CxbxPixelShaderTemplate.hlsl +++ b/src/core/hle/D3D8/Direct3D9/CxbxPixelShaderTemplate.hlsl @@ -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 // diff --git a/src/core/hle/D3D8/Direct3D9/FixedFunctionPixelShader.hlsl b/src/core/hle/D3D8/Direct3D9/FixedFunctionPixelShader.hlsl index cebbd634e..11eeb7f5f 100644 --- a/src/core/hle/D3D8/Direct3D9/FixedFunctionPixelShader.hlsl +++ b/src/core/hle/D3D8/Direct3D9/FixedFunctionPixelShader.hlsl @@ -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