ShaderGen: Store material uniforms as integers.

This commit is contained in:
Tony Wasserka
2013-10-27 14:07:13 +01:00
parent 4bf57565e8
commit 78623871f9
6 changed files with 20 additions and 20 deletions

View File

@ -136,7 +136,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
}
else // from color
{
object.Write("mat = %s[%d];\n", materialsName, j+2);
object.Write("mat = float4(%s[%d])/255.0;\n", materialsName, j+2);
}
uid_data.enablelighting |= xfregs.color[j].enablelighting << j;
@ -157,7 +157,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
}
else // from color
{
object.Write("lacc = %s[%d];\n", materialsName, j);
object.Write("lacc = float4(%s[%d])/255.0;\n", materialsName, j);
}
}
else
@ -179,7 +179,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
}
else // from color
{
object.Write("mat.w = %s[%d].w;\n", materialsName, j+2);
object.Write("mat.w = float(%s[%d].w) / 255.0;\n", materialsName, j+2);
}
}
@ -199,7 +199,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
}
else // from color
{
object.Write("lacc.w = %s[%d].w;\n", materialsName, j);
object.Write("lacc.w = float(%s[%d].w) / 255.0;\n", materialsName, j);
}
}
else