Revert "ShaderGen: Toggle value of uninitialized color."

This commit is contained in:
Scott Mansell 2015-12-27 02:28:29 +13:00
parent be8410dcad
commit bed102ae89
3 changed files with 6 additions and 9 deletions

View File

@ -34,9 +34,6 @@ SWVertexLoader::~SWVertexLoader()
void SWVertexLoader::SetFormat(u8 attributeIndex, u8 primitiveType) void SWVertexLoader::SetFormat(u8 attributeIndex, u8 primitiveType)
{ {
// Super Mario Sunshine requires those to be zero for those debug boxes.
memset(&m_Vertex.color, 0, sizeof(m_Vertex.color));
m_attributeIndex = attributeIndex; m_attributeIndex = attributeIndex;
VertexLoaderUID uid(g_main_cp_state.vtx_desc, g_main_cp_state.vtx_attr[m_attributeIndex]); VertexLoaderUID uid(g_main_cp_state.vtx_desc, g_main_cp_state.vtx_attr[m_attributeIndex]);

View File

@ -129,7 +129,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
else if (components & VB_HAS_COL0) else if (components & VB_HAS_COL0)
object.Write("int4 mat = int4(round(%s0 * 255.0));\n", inColorName); object.Write("int4 mat = int4(round(%s0 * 255.0));\n", inColorName);
else else
object.Write("int4 mat = int4(0, 0, 0, 0);\n"); object.Write("int4 mat = int4(255, 255, 255, 255);\n");
} }
else // from color else // from color
{ {
@ -149,8 +149,8 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
else else
// TODO: this isn't verified. Here we want to read the ambient from the vertex, // 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. // but the vertex itself has no color. So we don't know which value to read.
// Boxes in Super Mario Sunshine bonus stages seem to incorrectly be visible if this isn't 0 // Returing 1.0 is the same as disabled lightning, so this could be fine
object.Write("lacc = int4(0, 0, 0, 0);\n"); object.Write("lacc = int4(255, 255, 255, 255);\n");
} }
else // from color 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); object.Write("mat.w = int(round(%s%d.w * 255.0));\n", inColorName, j);
else if (components & VB_HAS_COL0) else if (components & VB_HAS_COL0)
object.Write("mat.w = int(round(%s0.w * 255.0));\n", inColorName); object.Write("mat.w = int(round(%s0.w * 255.0));\n", inColorName);
else object.Write("mat.w = 0;\n"); else object.Write("mat.w = 255;\n");
} }
else // from color 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); object.Write("lacc.w = int(round(%s0.w * 255.0));\n", inColorName);
else else
// TODO: The same for alpha: We want to read from vertex, but the vertex has no color // TODO: The same for alpha: We want to read from vertex, but the vertex has no color
object.Write("lacc.w = 0;\n"); object.Write("lacc.w = 255;\n");
} }
else // from color else // from color
{ {

View File

@ -178,7 +178,7 @@ static inline T GenerateVertexShader(API_TYPE api_type)
if (components & VB_HAS_COL0) if (components & VB_HAS_COL0)
out.Write("o.colors_0 = color0;\n"); out.Write("o.colors_0 = color0;\n");
else else
out.Write("o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n"); out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
} }
GenerateLightingShader<T>(out, uid_data->lighting, components, "color", "o.colors_"); GenerateLightingShader<T>(out, uid_data->lighting, components, "color", "o.colors_");