PixelShaderGen: Fix implicit type conversions.
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@ -1288,26 +1288,26 @@ static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data)
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static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data)
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static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data)
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{
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{
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if (uid_data->rgba6_format)
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if (uid_data->rgba6_format)
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out.Write("\tocol0.rgb = (prev.rgb >> 2) / 63.0;\n");
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out.Write("\tocol0.rgb = float3(prev.rgb >> 2) / 63.0;\n");
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else
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else
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out.Write("\tocol0.rgb = prev.rgb / 255.0;\n");
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out.Write("\tocol0.rgb = float3(prev.rgb) / 255.0;\n");
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// Colors will be blended against the 8-bit alpha from ocol1 and
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// Colors will be blended against the 8-bit alpha from ocol1 and
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// the 6-bit alpha from ocol0 will be written to the framebuffer
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// the 6-bit alpha from ocol0 will be written to the framebuffer
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if (uid_data->dstAlphaMode == DSTALPHA_NONE)
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if (uid_data->dstAlphaMode == DSTALPHA_NONE)
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{
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{
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out.Write("\tocol0.a = (prev.a >> 2) / 63.0;\n");
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out.Write("\tocol0.a = float(prev.a >> 2) / 63.0;\n");
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out.Write("\tocol1.a = prev.a / 255.0;\n");
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out.Write("\tocol1.a = float(prev.a) / 255.0;\n");
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}
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}
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else
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else
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{
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{
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out.SetConstantsUsed(C_ALPHA, C_ALPHA);
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out.SetConstantsUsed(C_ALPHA, C_ALPHA);
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out.Write("\tocol0.a = (" I_ALPHA ".a >> 2) / 63.0;\n");
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out.Write("\tocol0.a = float(" I_ALPHA ".a >> 2) / 63.0;\n");
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// Use dual-source color blending to perform dst alpha in a single pass
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// Use dual-source color blending to perform dst alpha in a single pass
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if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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out.Write("\tocol1.a = prev.a / 255.0;\n");
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out.Write("\tocol1.a = float(prev.a) / 255.0;\n");
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else
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else
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out.Write("\tocol1.a = " I_ALPHA ".a / 255.0;\n");
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out.Write("\tocol1.a = float(" I_ALPHA ".a) / 255.0;\n");
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}
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}
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}
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}
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