vulkan oit: pass native blend function values to shader, not vulkan ones
Fixes missing texture in Plasma Sword start screen
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333b21fac4
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49c6a55f24
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@ -50,7 +50,7 @@ void OITDrawer::DrawPoly(const vk::CommandBuffer& cmdBuffer, u32 listType, bool
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(float)scissorRect.offset.x + (float)scissorRect.extent.width,
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(float)scissorRect.offset.y + (float)scissorRect.extent.height
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},
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{ getBlendFactor(poly.tsp.SrcInstr, true), getBlendFactor(poly.tsp.DstInstr, false), 0, 0 },
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{ poly.tsp.SrcInstr, poly.tsp.DstInstr, 0, 0 },
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trilinearAlpha,
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(int)(&poly - (listType == ListType_Opaque ? pvrrc.global_param_op.head()
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: listType == ListType_Punch_Through ? pvrrc.global_param_pt.head()
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@ -58,7 +58,7 @@ void OITDrawer::DrawPoly(const vk::CommandBuffer& cmdBuffer, u32 listType, bool
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};
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if (twoVolumes)
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{
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pushConstants.blend_mode1 = { getBlendFactor(poly.tsp1.SrcInstr, true), getBlendFactor(poly.tsp1.DstInstr, false), 0, 0 };
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pushConstants.blend_mode1 = { poly.tsp1.SrcInstr, poly.tsp1.DstInstr, 0, 0 };
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pushConstants.shading_instr0 = poly.tsp.ShadInstr;
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pushConstants.shading_instr1 = poly.tsp1.ShadInstr;
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pushConstants.fog_control0 = poly.tsp.FogCtrl;
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