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ShaderGen: Small optimization.
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@ -26,7 +26,7 @@
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// uid_data needs to have a struct named lighting_uid
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template<class T,class UidDataT>
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void GenerateLightShader(T& object, UidDataT& uid_data, int index, int litchan_index, const char* lightsName, int coloralpha)
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static void GenerateLightShader(T& object, UidDataT& uid_data, int index, int litchan_index, const char* lightsName, int coloralpha)
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{
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const LitChannel& chan = (litchan_index > 1) ? xfregs.alpha[litchan_index-2] : xfregs.color[litchan_index];
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const char* swizzle = "xyzw";
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@ -94,7 +94,7 @@ void GenerateLightShader(T& object, UidDataT& uid_data, int index, int litchan_i
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// inColorName is color in vs and colors_ in ps
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// dest is o.colors_ in vs and colors_ in ps
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template<class T, class UidDataT>
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void GenerateLightingShader(T& object, UidDataT& uid_data, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest)
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static void GenerateLightingShader(T& object, UidDataT& uid_data, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest)
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{
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for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++)
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{
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