From fec3daf71354f96167aded6bb50e4b158a61aba7 Mon Sep 17 00:00:00 2001 From: donkopunchstania Date: Fri, 28 Jan 2011 04:13:46 +0000 Subject: [PATCH] Create valid vertex shader when using emboss mapping and binormals and tangents are missing. Fixes issue 2867. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6944 8ced0084-cf51-0410-be5f-012b33b47a6e --- Source/Core/VideoCommon/Src/VertexShaderGen.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp index 6aa8cfeeb0..3b5762271f 100644 --- a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp @@ -410,7 +410,11 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type) WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift); WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift); } - else _assert_(0); // should have normals + else + { + _assert_(0); // should have normals + WRITE(p, "o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift); + } break; case XF_TEXGEN_COLOR_STRGBC0: