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