LightingShaderGen: Always calculate lighting for both color channels

Cel-damage depends on lighting being calculated for the first channel
even though there is no color in the vertex format (defaults to the
material color). If lighting for the channel is not enabled, the vertex
will use the default color as before.

The default value of the color is determined by the number of elements in
the vertex format. This fixes the grey cubes in Super Mario Sunshine.

If the color channel count is zero, we set the color to black before the
end of the vertex shader. It's possible that this would be undefined
behavior on hardware if a vertex color index that was greater than the
channel count was used within TEV.
This commit is contained in:
Stenzek
2017-01-29 22:38:48 +10:00
committed by Pokechu22
parent fa73b1a23f
commit 51724c1ccd
11 changed files with 129 additions and 104 deletions

View File

@ -45,6 +45,6 @@ constexpr inline char s_lighting_struct[] = "struct Light {\n"
"\tfloat4 dir;\n"
"};\n";
void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components,
void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data,
std::string_view in_color_name, std::string_view dest);
void GetLightingShaderUid(LightingUidData& uid_data);