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
This commit is contained in:
parent
cb91be81ed
commit
fec3daf713
|
@ -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, "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);
|
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;
|
break;
|
||||||
case XF_TEXGEN_COLOR_STRGBC0:
|
case XF_TEXGEN_COLOR_STRGBC0:
|
||||||
|
|
Loading…
Reference in New Issue