ShaderGen: Toggle value of uninitialized color.

SMS seems to need 0, no regressions either.
This commit is contained in:
degasus 2015-12-05 16:10:15 +01:00
parent 7134d727bf
commit 7b34319e53
2 changed files with 6 additions and 6 deletions

View File

@ -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(255, 255, 255, 255);\n");
object.Write("int4 mat = int4(0, 0, 0, 0);\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.
// Returing 1.0 is the same as disabled lightning, so this could be fine
object.Write("lacc = int4(255, 255, 255, 255);\n");
// 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");
}
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 = 255;\n");
else object.Write("mat.w = 0;\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 = 255;\n");
object.Write("lacc.w = 0;\n");
}
else // from color
{

View File

@ -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(1.0, 1.0, 1.0, 1.0);\n");
out.Write("o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n");
}
GenerateLightingShader<T>(out, uid_data->lighting, components, "color", "o.colors_");