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
This commit is contained in:
hrydgard 2009-07-02 23:16:30 +00:00
parent c97dc8df52
commit 50ccffd0a6
1 changed files with 17 additions and 13 deletions

View File

@ -219,11 +219,11 @@ const char *GenerateVertexShader(u32 components)
}
if (!(components & VB_HAS_NRM0))
WRITE(p, "half3 _norm0 = half3(0,0,0), norm0= half3(0,0,0);\n");
WRITE(p, "half3 _norm0 = half3(0,0,0), norm0 = half3(0,0,0);\n");
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");
WRITE(p, "half4 mat, lacc;\n"
WRITE(p, "half4 mat;\n" // = half4(1,1,1,1), lacc = half4(0,0,0,0);\n"
"half3 ldir, h;\n"
"half dist, dist2, attn;\n");
@ -235,20 +235,23 @@ const char *GenerateVertexShader(u32 components)
const LitChannel& alpha = xfregs.colChans[j].alpha;
WRITE(p, "{\n");
WRITE(p, "half4 lacc = half4(1,1,1,1);\n");
if (color.matsource) {// from vertex
if (components & (VB_HAS_COL0<<j) )
if (components & (VB_HAS_COL0 << j))
WRITE(p, "mat = color%d;\n", j);
else WRITE(p, "mat = half4(1,1,1,1);\n");
else
WRITE(p, "mat = half4(1,1,1,1);\n");
}
else // from color
WRITE(p, "mat = "I_MATERIALS".C%d;\n", j+2);
if (color.enablelighting) {
if (color.ambsource) {// from vertex
if (color.ambsource) { // from vertex
if (components & (VB_HAS_COL0<<j) )
WRITE(p, "lacc = color%d;\n", j);
else WRITE(p, "lacc = half4(0.0f,0.0f,0.0f,0.0f);\n");
else
WRITE(p, "lacc = half4(0.0f,0.0f,0.0f,0.0f);\n");
}
else // from color
WRITE(p, "lacc = "I_MATERIALS".C%d;\n", j);
@ -284,7 +287,7 @@ const char *GenerateVertexShader(u32 components)
// if lights are shared, compute those first
mask = color.GetFullLightMask() & alpha.GetFullLightMask();
for (int i = 0; i < 8; ++i) {
if (mask&(1<<i))
if (mask & (1<<i))
p = GenerateLightShader(p, i, color, "lacc", 3);
}
}
@ -307,7 +310,7 @@ const char *GenerateVertexShader(u32 components)
}
if (color.enablelighting != alpha.enablelighting) {
if (color.enablelighting )
if (color.enablelighting)
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"
"o.colors[%d].w = mat.w;\n", j, j);
else
@ -315,16 +318,17 @@ const char *GenerateVertexShader(u32 components)
"o.colors[%d].w = mat.w * clamp(lacc.w,0.0f,1.0f);\n", j, j);
}
else {
if (alpha.enablelighting )
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);
else WRITE(p, "o.colors[%d] = mat;\n", j);
if (alpha.enablelighting)
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);
else
WRITE(p, "o.colors[%d] = mat;\n", j);
}
WRITE(p, "}\n");
}
// zero left over channels
for (int i = xfregs.nNumChans; i < 2; ++i)
WRITE(p, "o.colors[%d] = 0;\n", i);
WRITE(p, "o.colors[%d] = float4(0,0,0,0);\n", i);
// transform texcoords
for (int i = 0; i < xfregs.numTexGens; ++i) {