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

@ -295,10 +295,10 @@ void VertexShaderManager::SetConstants()
if (nMaterialsChanged & (1 << i))
{
u32 data = *(xfregs.ambColor + i);
constants.materials[i][0] = ((data >> 24) & 0xFF) / 255.0f;
constants.materials[i][1] = ((data >> 16) & 0xFF) / 255.0f;
constants.materials[i][2] = ((data >> 8) & 0xFF) / 255.0f;
constants.materials[i][3] = ( data & 0xFF) / 255.0f;
constants.materials[i][0] = (data >> 24) & 0xFF;
constants.materials[i][1] = (data >> 16) & 0xFF;
constants.materials[i][2] = (data >> 8) & 0xFF;
constants.materials[i][3] = data & 0xFF;
}
}
@ -307,10 +307,10 @@ void VertexShaderManager::SetConstants()
if (nMaterialsChanged & (1 << (i + 2)))
{
u32 data = *(xfregs.matColor + i);
constants.materials[i+2][0] = ((data >> 24) & 0xFF) / 255.0f;
constants.materials[i+2][1] = ((data >> 16) & 0xFF) / 255.0f;
constants.materials[i+2][2] = ((data >> 8) & 0xFF) / 255.0f;
constants.materials[i+2][3] = ( data & 0xFF) / 255.0f;
constants.materials[i+2][0] = (data >> 24) & 0xFF;
constants.materials[i+2][1] = (data >> 16) & 0xFF;
constants.materials[i+2][2] = (data >> 8) & 0xFF;
constants.materials[i+2][3] = data & 0xFF;
}
}
dirty = true;