VertexShaderGen: More per-pixel-lighting fixes.

This commit is contained in:
NeoBrainX 2013-04-10 12:17:28 +02:00
parent a60e1a3db8
commit ec5f596b31
1 changed files with 2 additions and 2 deletions

View File

@ -420,7 +420,7 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
out.Write("o.tex3.w = o.pos.w;\n");
}
/* if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
if (xfregs.numTexGen.numTexGens < 7) {
out.Write("o.Normal = float4(_norm0.x,_norm0.y,_norm0.z,pos.z);\n");
@ -438,7 +438,7 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
if (components & VB_HAS_COL1)
out.Write("o.colors_1 = color1;\n");
}*/
}
//write the true depth value, if the game uses depth textures pixel shaders will override with the correct values
//if not early z culling will improve speed