ShaderGen: Store light color uniforms as integers.

This commit is contained in:
Tony Wasserka
2013-10-27 13:57:40 +01:00
parent 68e91f0d55
commit 4bf57565e8
8 changed files with 65 additions and 54 deletions

View File

@ -88,7 +88,8 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
DeclareUniform(out, api_type, C_POSNORMALMATRIX, "float4", I_POSNORMALMATRIX"[6]");
DeclareUniform(out, api_type, C_PROJECTION, "float4", I_PROJECTION"[4]");
DeclareUniform(out, api_type, C_MATERIALS, "float4", I_MATERIALS"[4]");
DeclareUniform(out, api_type, C_LIGHTS, "float4", I_LIGHTS"[40]");
DeclareUniform(out, api_type, C_LIGHT_COLORS, "int4", I_LIGHT_COLORS"[8]");
DeclareUniform(out, api_type, C_LIGHTS, "float4", I_LIGHTS"[32]");
DeclareUniform(out, api_type, C_TEXMATRICES, "float4", I_TEXMATRICES"[24]");
DeclareUniform(out, api_type, C_TRANSFORMMATRICES, "float4", I_TRANSFORMMATRICES"[64]");
DeclareUniform(out, api_type, C_NORMALMATRICES, "float4", I_NORMALMATRICES"[32]");
@ -230,7 +231,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
}
GenerateLightingShader<T>(out, uid_data.lighting, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_");
GenerateLightingShader<T>(out, uid_data.lighting, components, I_MATERIALS, I_LIGHT_COLORS, I_LIGHTS, "color", "o.colors_");
if (xfregs.numChan.numColorChans < 2)
{