Revert "ShaderGen: Toggle value of uninitialized color."
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be8410dcad
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bed102ae89
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@ -34,9 +34,6 @@ SWVertexLoader::~SWVertexLoader()
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void SWVertexLoader::SetFormat(u8 attributeIndex, u8 primitiveType)
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void SWVertexLoader::SetFormat(u8 attributeIndex, u8 primitiveType)
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{
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{
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// Super Mario Sunshine requires those to be zero for those debug boxes.
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memset(&m_Vertex.color, 0, sizeof(m_Vertex.color));
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m_attributeIndex = attributeIndex;
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m_attributeIndex = attributeIndex;
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VertexLoaderUID uid(g_main_cp_state.vtx_desc, g_main_cp_state.vtx_attr[m_attributeIndex]);
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VertexLoaderUID uid(g_main_cp_state.vtx_desc, g_main_cp_state.vtx_attr[m_attributeIndex]);
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@ -129,7 +129,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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else if (components & VB_HAS_COL0)
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else if (components & VB_HAS_COL0)
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object.Write("int4 mat = int4(round(%s0 * 255.0));\n", inColorName);
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object.Write("int4 mat = int4(round(%s0 * 255.0));\n", inColorName);
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else
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else
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object.Write("int4 mat = int4(0, 0, 0, 0);\n");
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object.Write("int4 mat = int4(255, 255, 255, 255);\n");
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}
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}
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else // from color
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else // from color
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{
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{
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@ -149,8 +149,8 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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else
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else
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// TODO: this isn't verified. Here we want to read the ambient from the vertex,
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// TODO: this isn't verified. Here we want to read the ambient from the vertex,
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// but the vertex itself has no color. So we don't know which value to read.
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// but the vertex itself has no color. So we don't know which value to read.
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// Boxes in Super Mario Sunshine bonus stages seem to incorrectly be visible if this isn't 0
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// Returing 1.0 is the same as disabled lightning, so this could be fine
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object.Write("lacc = int4(0, 0, 0, 0);\n");
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object.Write("lacc = int4(255, 255, 255, 255);\n");
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}
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}
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else // from color
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else // from color
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{
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{
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@ -172,7 +172,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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object.Write("mat.w = int(round(%s%d.w * 255.0));\n", inColorName, j);
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object.Write("mat.w = int(round(%s%d.w * 255.0));\n", inColorName, j);
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else if (components & VB_HAS_COL0)
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else if (components & VB_HAS_COL0)
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object.Write("mat.w = int(round(%s0.w * 255.0));\n", inColorName);
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object.Write("mat.w = int(round(%s0.w * 255.0));\n", inColorName);
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else object.Write("mat.w = 0;\n");
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else object.Write("mat.w = 255;\n");
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}
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}
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else // from color
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else // from color
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{
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{
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@ -192,7 +192,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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object.Write("lacc.w = int(round(%s0.w * 255.0));\n", inColorName);
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object.Write("lacc.w = int(round(%s0.w * 255.0));\n", inColorName);
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else
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else
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// TODO: The same for alpha: We want to read from vertex, but the vertex has no color
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// TODO: The same for alpha: We want to read from vertex, but the vertex has no color
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object.Write("lacc.w = 0;\n");
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object.Write("lacc.w = 255;\n");
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}
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}
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else // from color
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else // from color
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{
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{
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@ -178,7 +178,7 @@ static inline T GenerateVertexShader(API_TYPE api_type)
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if (components & VB_HAS_COL0)
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if (components & VB_HAS_COL0)
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out.Write("o.colors_0 = color0;\n");
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out.Write("o.colors_0 = color0;\n");
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else
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else
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out.Write("o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n");
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out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
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}
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}
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GenerateLightingShader<T>(out, uid_data->lighting, components, "color", "o.colors_");
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GenerateLightingShader<T>(out, uid_data->lighting, components, "color", "o.colors_");
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