ShaderGen: fix for commit bd80de14f4
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bd80de14f4
commit
b1afb32188
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@ -366,31 +366,12 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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out.Write(" in %s float4 colors_1 : COLOR1", optCentroid);
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// compute window position if needed because binding semantic WPOS is not widely supported
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if (numTexgen < 7)
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{
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for (unsigned int i = 0; i < numTexgen; ++i)
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out.Write(",\n in %s float3 uv%d : TEXCOORD%d", optCentroid, i, i);
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out.Write(",\n in %s float4 clipPos : TEXCOORD%d", optCentroid, numTexgen);
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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out.Write(",\n in %s float4 Normal : TEXCOORD%d", optCentroid, numTexgen + 1);
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out.Write(" ) {\n");
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}
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else
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{
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// wpos is in w of first 4 texcoords
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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for (int i = 0; i < 8; ++i)
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out.Write(",\n in float4 uv%d : TEXCOORD%d", i, i);
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}
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else
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{
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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out.Write(",\n in float%d uv%d : TEXCOORD%d", i < 4 ? 4 : 3 , i, i);
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}
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out.Write(" ) {\n");
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out.Write("\tfloat4 clipPos = float4(0.0, 0.0, 0.0, 0.0);");
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}
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for (unsigned int i = 0; i < numTexgen; ++i)
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out.Write(",\n in %s float3 uv%d : TEXCOORD%d", optCentroid, i, i);
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out.Write(",\n in %s float4 clipPos : TEXCOORD%d", optCentroid, numTexgen);
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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out.Write(",\n in %s float4 Normal : TEXCOORD%d", optCentroid, numTexgen + 1);
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out.Write(" ) {\n");
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}
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out.Write(" float4 c0 = " I_COLORS"[1], c1 = " I_COLORS"[2], c2 = " I_COLORS"[3], prev = float4(0.0, 0.0, 0.0, 0.0), textemp = float4(0.0, 0.0, 0.0, 0.0), rastemp = float4(0.0, 0.0, 0.0, 0.0), konsttemp = float4(0.0, 0.0, 0.0, 0.0);\n"
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@ -412,9 +393,8 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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// compute window position if needed because binding semantic WPOS is not widely supported
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// Let's set up attributes
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if(numTexgen)
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for (int i = 0; i < 8; ++i)
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if(i < xfregs.numTexGen.numTexGens)
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out.Write("float3 uv%d = uv%d_2;\n", i, i);
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for (int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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out.Write("float3 uv%d = uv%d_2;\n", i, i);
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out.Write("float4 clipPos = clipPos_2;\n");
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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