diff --git a/Source/Core/VideoBackends/Software/SWVertexLoader.cpp b/Source/Core/VideoBackends/Software/SWVertexLoader.cpp index c42e797a67..9d050770ac 100644 --- a/Source/Core/VideoBackends/Software/SWVertexLoader.cpp +++ b/Source/Core/VideoBackends/Software/SWVertexLoader.cpp @@ -34,9 +34,6 @@ SWVertexLoader::~SWVertexLoader() void SWVertexLoader::SetFormat(u8 attributeIndex, u8 primitiveType) { - // Super Mario Sunshine requires those to be zero for those debug boxes. - memset(&m_Vertex.color, 0, sizeof(m_Vertex.color)); - m_attributeIndex = attributeIndex; VertexLoaderUID uid(g_main_cp_state.vtx_desc, g_main_cp_state.vtx_attr[m_attributeIndex]); diff --git a/Source/Core/VideoCommon/LightingShaderGen.h b/Source/Core/VideoCommon/LightingShaderGen.h index d078965eb0..ae388ac5ed 100644 --- a/Source/Core/VideoCommon/LightingShaderGen.h +++ b/Source/Core/VideoCommon/LightingShaderGen.h @@ -129,7 +129,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com else if (components & VB_HAS_COL0) object.Write("int4 mat = int4(round(%s0 * 255.0));\n", inColorName); else - object.Write("int4 mat = int4(0, 0, 0, 0);\n"); + object.Write("int4 mat = int4(255, 255, 255, 255);\n"); } else // from color { @@ -149,8 +149,8 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com else // TODO: this isn't verified. Here we want to read the ambient from the vertex, // but the vertex itself has no color. So we don't know which value to read. - // Boxes in Super Mario Sunshine bonus stages seem to incorrectly be visible if this isn't 0 - object.Write("lacc = int4(0, 0, 0, 0);\n"); + // Returing 1.0 is the same as disabled lightning, so this could be fine + object.Write("lacc = int4(255, 255, 255, 255);\n"); } else // from color { @@ -172,7 +172,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com object.Write("mat.w = int(round(%s%d.w * 255.0));\n", inColorName, j); else if (components & VB_HAS_COL0) object.Write("mat.w = int(round(%s0.w * 255.0));\n", inColorName); - else object.Write("mat.w = 0;\n"); + else object.Write("mat.w = 255;\n"); } else // from color { @@ -192,7 +192,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com object.Write("lacc.w = int(round(%s0.w * 255.0));\n", inColorName); else // TODO: The same for alpha: We want to read from vertex, but the vertex has no color - object.Write("lacc.w = 0;\n"); + object.Write("lacc.w = 255;\n"); } else // from color { diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp index 9f0c1795a0..4f6331cfde 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/VertexShaderGen.cpp @@ -178,7 +178,7 @@ static inline T GenerateVertexShader(API_TYPE api_type) if (components & VB_HAS_COL0) out.Write("o.colors_0 = color0;\n"); else - out.Write("o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n"); + out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n"); } GenerateLightingShader(out, uid_data->lighting, components, "color", "o.colors_");