rasterize: i give up trying to make the interpolator precision good. that is a waste of time right now. just clamp material colors to the right range
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@ -184,8 +184,6 @@ struct Shader
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u = invu/invw;
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v = invv/invw;
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texColor = sampler.sample(u,v);
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assert(texColor.components.r<32); assert(texColor.components.g<32); assert(texColor.components.b<32);assert(texColor.components.a<32);
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assert(materialColor.components.r<32); assert(materialColor.components.g<32); assert(materialColor.components.b<32);assert(materialColor.components.a<32);
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dst.color.components.r = modulate_table[texColor.components.r][materialColor.components.r];
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dst.color.components.g = modulate_table[texColor.components.g][materialColor.components.g];
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dst.color.components.b = modulate_table[texColor.components.b][materialColor.components.b];
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@ -385,6 +383,16 @@ void triangle_from_devmaster()
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shader.materialColor.components.r = i_color_r.cur();
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shader.materialColor.components.g = i_color_g.cur();
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shader.materialColor.components.b = i_color_b.cur();
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//this is a HACK:
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//we are being very sloppy with our interpolation precision right now
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//and rather than fix it, i just want to clamp it
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//assert(texColor.components.r<32); assert(texColor.components.g<32); assert(texColor.components.b<32);assert(texColor.components.a<32);
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//assert(materialColor.components.r<32); assert(materialColor.components.g<32); assert(materialColor.components.b<32);assert(materialColor.components.a<32);
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shader.materialColor.components.r = max((u8)0,min((u8)31,shader.materialColor.components.r));
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shader.materialColor.components.g = max((u8)0,min((u8)31,shader.materialColor.components.g));
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shader.materialColor.components.b = max((u8)0,min((u8)31,shader.materialColor.components.b));
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shader.materialColor.components.a = max((u8)0,min((u8)31,shader.materialColor.components.a));
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Fragment shaderOutput;
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shader.shade(shaderOutput);
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