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OpenGL: Fix flickery crap graphics in Mario Galaxy. Was an uninitialized variable in the shader.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3654 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -223,7 +223,7 @@ const char *GenerateVertexShader(u32 components)
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WRITE(p, "o.pos = float4(dot("I_PROJECTION".T0, pos), dot("I_PROJECTION".T1, pos), dot("I_PROJECTION".T2, pos), dot("I_PROJECTION".T3, pos));\n");
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WRITE(p, "o.pos = float4(dot("I_PROJECTION".T0, pos), dot("I_PROJECTION".T1, pos), dot("I_PROJECTION".T2, pos), dot("I_PROJECTION".T3, pos));\n");
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WRITE(p, "half4 mat, lacc;\n"
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WRITE(p, "half4 mat;\n" // = half4(1,1,1,1), lacc = half4(0,0,0,0);\n"
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"half3 ldir, h;\n"
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"half3 ldir, h;\n"
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"half dist, dist2, attn;\n");
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"half dist, dist2, attn;\n");
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@ -236,10 +236,12 @@ const char *GenerateVertexShader(u32 components)
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WRITE(p, "{\n");
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WRITE(p, "{\n");
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WRITE(p, "half4 lacc = half4(1,1,1,1);\n");
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if (color.matsource) {// from vertex
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if (color.matsource) {// from vertex
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if (components & (VB_HAS_COL0 << j))
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if (components & (VB_HAS_COL0 << j))
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WRITE(p, "mat = color%d;\n", j);
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WRITE(p, "mat = color%d;\n", j);
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else WRITE(p, "mat = half4(1,1,1,1);\n");
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else
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WRITE(p, "mat = half4(1,1,1,1);\n");
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}
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}
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else // from color
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else // from color
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WRITE(p, "mat = "I_MATERIALS".C%d;\n", j+2);
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WRITE(p, "mat = "I_MATERIALS".C%d;\n", j+2);
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@ -248,7 +250,8 @@ const char *GenerateVertexShader(u32 components)
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if (color.ambsource) { // from vertex
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if (color.ambsource) { // from vertex
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if (components & (VB_HAS_COL0<<j) )
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if (components & (VB_HAS_COL0<<j) )
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WRITE(p, "lacc = color%d;\n", j);
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WRITE(p, "lacc = color%d;\n", j);
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else WRITE(p, "lacc = half4(0.0f,0.0f,0.0f,0.0f);\n");
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else
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WRITE(p, "lacc = half4(0.0f,0.0f,0.0f,0.0f);\n");
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}
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}
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else // from color
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else // from color
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WRITE(p, "lacc = "I_MATERIALS".C%d;\n", j);
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WRITE(p, "lacc = "I_MATERIALS".C%d;\n", j);
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@ -317,14 +320,15 @@ const char *GenerateVertexShader(u32 components)
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else {
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else {
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if (alpha.enablelighting)
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if (alpha.enablelighting)
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WRITE(p, "o.colors[%d] = mat * clamp(lacc, float4(0.0f,0.0f,0.0f,0.0f), float4(1.0f,1.0f,1.0f,1.0f));\n", j);
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WRITE(p, "o.colors[%d] = mat * clamp(lacc, float4(0.0f,0.0f,0.0f,0.0f), float4(1.0f,1.0f,1.0f,1.0f));\n", j);
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else WRITE(p, "o.colors[%d] = mat;\n", j);
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else
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WRITE(p, "o.colors[%d] = mat;\n", j);
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}
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}
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WRITE(p, "}\n");
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WRITE(p, "}\n");
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}
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}
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// zero left over channels
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// zero left over channels
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for (int i = xfregs.nNumChans; i < 2; ++i)
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for (int i = xfregs.nNumChans; i < 2; ++i)
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WRITE(p, "o.colors[%d] = 0;\n", i);
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WRITE(p, "o.colors[%d] = float4(0,0,0,0);\n", i);
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// transform texcoords
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// transform texcoords
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for (int i = 0; i < xfregs.numTexGens; ++i) {
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for (int i = 0; i < xfregs.numTexGens; ++i) {
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