OpenGL: Fix flickery crap graphics in Mario Galaxy. Was an uninitialized variable in the shader.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3654 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -219,11 +219,11 @@ const char *GenerateVertexShader(u32 components)
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}
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if (!(components & VB_HAS_NRM0))
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WRITE(p, "half3 _norm0 = half3(0,0,0), norm0= half3(0,0,0);\n");
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WRITE(p, "half3 _norm0 = half3(0,0,0), norm0 = half3(0,0,0);\n");
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WRITE(p, "o.pos = float4(dot("I_PROJECTION".T0, pos), dot("I_PROJECTION".T1, pos), dot("I_PROJECTION".T2, pos), dot("I_PROJECTION".T3, pos));\n");
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WRITE(p, "half4 mat, lacc;\n"
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WRITE(p, "half4 mat;\n" // = half4(1,1,1,1), lacc = half4(0,0,0,0);\n"
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"half3 ldir, h;\n"
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"half dist, dist2, attn;\n");
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@ -235,20 +235,23 @@ const char *GenerateVertexShader(u32 components)
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const LitChannel& alpha = xfregs.colChans[j].alpha;
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WRITE(p, "{\n");
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WRITE(p, "half4 lacc = half4(1,1,1,1);\n");
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if (color.matsource) {// from vertex
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if (components & (VB_HAS_COL0<<j) )
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if (components & (VB_HAS_COL0 << j))
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WRITE(p, "mat = color%d;\n", j);
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else WRITE(p, "mat = half4(1,1,1,1);\n");
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else
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WRITE(p, "mat = half4(1,1,1,1);\n");
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}
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else // from color
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WRITE(p, "mat = "I_MATERIALS".C%d;\n", j+2);
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if (color.enablelighting) {
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if (color.ambsource) {// from vertex
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if (color.ambsource) { // from vertex
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if (components & (VB_HAS_COL0<<j) )
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WRITE(p, "lacc = color%d;\n", j);
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else WRITE(p, "lacc = half4(0.0f,0.0f,0.0f,0.0f);\n");
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else
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WRITE(p, "lacc = half4(0.0f,0.0f,0.0f,0.0f);\n");
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}
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else // from color
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WRITE(p, "lacc = "I_MATERIALS".C%d;\n", j);
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@ -284,7 +287,7 @@ const char *GenerateVertexShader(u32 components)
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// if lights are shared, compute those first
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mask = color.GetFullLightMask() & alpha.GetFullLightMask();
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for (int i = 0; i < 8; ++i) {
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if (mask&(1<<i))
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if (mask & (1<<i))
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p = GenerateLightShader(p, i, color, "lacc", 3);
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}
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}
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@ -307,7 +310,7 @@ const char *GenerateVertexShader(u32 components)
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}
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if (color.enablelighting != alpha.enablelighting) {
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if (color.enablelighting )
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if (color.enablelighting)
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WRITE(p, "o.colors[%d].xyz = mat.xyz * clamp(lacc.xyz,float3(0.0f,0.0f,0.0f),float3(1.0f,1.0f,1.0f));\n"
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"o.colors[%d].w = mat.w;\n", j, j);
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else
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@ -315,16 +318,17 @@ const char *GenerateVertexShader(u32 components)
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"o.colors[%d].w = mat.w * clamp(lacc.w,0.0f,1.0f);\n", j, j);
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}
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else {
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if (alpha.enablelighting )
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WRITE(p, "o.colors[%d] = mat * clamp(lacc,float4(0.0f,0.0f,0.0f,0.0f), float4(1.0f,1.0f,1.0f,1.0f));\n", j);
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else WRITE(p, "o.colors[%d] = mat;\n", j);
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if (alpha.enablelighting)
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WRITE(p, "o.colors[%d] = mat * clamp(lacc, float4(0.0f,0.0f,0.0f,0.0f), float4(1.0f,1.0f,1.0f,1.0f));\n", j);
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else
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WRITE(p, "o.colors[%d] = mat;\n", j);
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}
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WRITE(p, "}\n");
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}
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// zero left over channels
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for (int i = xfregs.nNumChans; i < 2; ++i)
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WRITE(p, "o.colors[%d] = 0;\n", i);
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WRITE(p, "o.colors[%d] = float4(0,0,0,0);\n", i);
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// transform texcoords
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for (int i = 0; i < xfregs.numTexGens; ++i) {
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