Playing through SSBM story made me find this.
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@ -332,7 +332,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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if (components & VB_HAS_NRM1)
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if (components & VB_HAS_NRM1)
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WRITE(p, "float3 _norm1 = float3(dot("I_POSNORMALMATRIX"[3].xyz, rawnorm1), dot("I_POSNORMALMATRIX"[4].xyz, rawnorm1), dot("I_POSNORMALMATRIX"[5].xyz, rawnorm1));\n");
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WRITE(p, "float3 _norm1 = float3(dot("I_POSNORMALMATRIX"[3].xyz, rawnorm1), dot("I_POSNORMALMATRIX"[4].xyz, rawnorm1), dot("I_POSNORMALMATRIX"[5].xyz, rawnorm1));\n");
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if (components & VB_HAS_NRM2)
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if (components & VB_HAS_NRM2)
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WRITE(p, "float3 _norm2 = float3(dot("I_POSNORMALMATRIX".[3].xyz, rawnorm2), dot("I_POSNORMALMATRIX"[4].xyz, rawnorm2), dot("I_POSNORMALMATRIX"[5].xyz, rawnorm2));\n");
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WRITE(p, "float3 _norm2 = float3(dot("I_POSNORMALMATRIX"[3].xyz, rawnorm2), dot("I_POSNORMALMATRIX"[4].xyz, rawnorm2), dot("I_POSNORMALMATRIX"[5].xyz, rawnorm2));\n");
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}
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}
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if (!(components & VB_HAS_NRM0))
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if (!(components & VB_HAS_NRM0))
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