rasterize: small fix to shadows. i still can't get them working perfectly though :(
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@ -525,13 +525,6 @@ static FORCEINLINE void pixel(int adr,float r, float g, float b, float invu, flo
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goto rejected_fragment;
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}
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if(polyAttr.backfacing) {
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shaderOutput.color.components.r = 31;
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shaderOutput.color.components.g = 31;
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shaderOutput.color.components.b = 31;
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}
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destFragment.stencil = 0;
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}
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@ -551,6 +544,7 @@ static FORCEINLINE void pixel(int adr,float r, float g, float b, float invu, flo
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//shadow polys have a special check here to keep from self-shadowing when user
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//has tried to prevent it from happening
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//if this isnt here, then the vehicle select in mariokart will look terrible
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if(shader.mode == 3)
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{
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if(destFragment.polyid.opaque == polyAttr.polyid)
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@ -561,10 +555,10 @@ static FORCEINLINE void pixel(int adr,float r, float g, float b, float invu, flo
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if(destFragment.polyid.translucent == polyAttr.polyid)
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goto rejected_fragment;
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//this makes yoshi's feet in sm64 look better behind trees..
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if(shader.mode != 3)
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destFragment.polyid.translucent = polyAttr.polyid;
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//but we need to check whether his feet are SUPPOSED to be shadowed
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//originally we were using a test case of shadows-behind-trees in sm64ds
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//but, it looks bad in that game. this is actually correct
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//if this isnt correct, then complex shape cart shadows in mario kart don't work right
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destFragment.polyid.translucent = polyAttr.polyid;
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}
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//alpha blending and write color
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