From ec5f596b3175e06c8d27ae2053213813db3693ef Mon Sep 17 00:00:00 2001 From: NeoBrainX Date: Wed, 10 Apr 2013 12:17:28 +0200 Subject: [PATCH] VertexShaderGen: More per-pixel-lighting fixes. --- Source/Core/VideoCommon/Src/VertexShaderGen.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp index 48b09a9eac..452ee7fd3f 100644 --- a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp @@ -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