PixelShaderGen: Remove remaining floating point bits for texture color.
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@ -130,8 +130,8 @@ static const char *tevCInputTable[] = // CC
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"(c1.aaa)", // A1,
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"(c2.rgb)", // C2,
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"(c2.aaa)", // A2,
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"(textemp.rgb)", // TEXC,
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"(textemp.aaa)", // TEXA,
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"(float3(itextemp.rgb)/255.0)", // TEXC,
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"(float3(itextemp.aaa)/255.0)", // TEXA,
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"(float3(irastemp.rgb)/255.0)", // RASC,
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"(float3(irastemp.aaa)/255.0)", // RASA,
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"float3(1.0, 1.0, 1.0)", // ONE
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@ -147,8 +147,8 @@ static const char *tevCInputTable[] = // CC
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"(cc1.aaa)", // A1,
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"(cc2.rgb)", // C2,
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"(cc2.aaa)", // A2,
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"(textemp.rgb)", // TEXC,
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"(textemp.aaa)", // TEXA,
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"(float3(itextemp.rgb)/255.0)", // TEXC,
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"(float3(itextemp.aaa)/255.0)", // TEXA,
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"(float3(icrastemp.rgb)/255.0)", // RASC,
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"(float3(icrastemp.aaa)/255.0)", // RASA,
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"float3(1.0, 1.0, 1.0)", // ONE
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@ -164,7 +164,7 @@ static const char *tevAInputTable[] = // CA
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"c0", // A0,
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"c1", // A1,
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"c2", // A2,
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"textemp", // TEXA,
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"(float4(itextemp) / 255.0)", // TEXA,
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"(float4(irastemp) / 255.0)", // RASA,
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"konsttemp", // KONST, (hw1 had quarter)
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"float4(0.0, 0.0, 0.0, 0.0)", // ZERO
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@ -173,7 +173,7 @@ static const char *tevAInputTable[] = // CA
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"cc0", // A0,
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"cc1", // A1,
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"cc2", // A2,
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"textemp", // TEXA,
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"(float4(itextemp) / 255.0)", // TEXA,
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"(float4(icrastemp) / 255.0)", // RASA,
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"ckonsttemp", // KONST, (hw1 had quarter)
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"float4(0.0, 0.0, 0.0, 0.0)", // ZERO
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@ -389,7 +389,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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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), konsttemp = float4(0.0, 0.0, 0.0, 0.0);\n"
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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), konsttemp = float4(0.0, 0.0, 0.0, 0.0);\n"
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" int4 irastemp = int4(0, 0, 0, 0), icrastemp = int4(0, 0, 0, 0), itextemp = int4(0, 0, 0, 0);\n"
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" float3 comp16 = float3(1.0, 255.0, 0.0), comp24 = float3(1.0, 255.0, 255.0*255.0);\n"
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" float alphabump=0.0;\n"
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@ -834,7 +834,6 @@ static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, AP
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{
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out.Write("itextemp = int4(255, 255, 255, 255);\n");
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}
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out.Write("textemp = float4(itextemp) / 255.0f;\n");
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if (cc.a == TEVCOLORARG_KONST || cc.b == TEVCOLORARG_KONST ||
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