PixelShaderGen: Always divide the texture coordinates by q.

Some games will set q to a different value than 1.0 through
texture matrix manipulations. It seems the console will still
do the division in that case.
This commit is contained in:
Jules Blok 2016-09-07 21:13:16 +02:00
parent d0a323cce7
commit da43f9a156
1 changed files with 1 additions and 9 deletions

View File

@ -645,15 +645,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
{
out.Write("\tint2 fixpoint_uv%d = itrunc(", i);
// optional perspective divides
if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ)
{
out.Write("(uv%d.z == 0.0 ? uv%d.xy : uv%d.xy / uv%d.z)", i, i, i, i);
}
else
{
out.Write("uv%d.xy", i);
}
out.Write("(uv%d.z == 0.0 ? uv%d.xy : uv%d.xy / uv%d.z)", i, i, i, i);
out.Write(" * " I_TEXDIMS "[%d].zw);\n", i);
// TODO: S24 overflows here?
}