VideoCommon: Fix color channel logic when per-pixel lighting is in use

This was broken in #10012 (specifically by 06579e4d53 and c3dec34391).
This commit is contained in:
Pokechu22
2021-10-13 20:43:32 -07:00
parent 023eb0b702
commit a372a5947b
4 changed files with 44 additions and 52 deletions

View File

@ -443,38 +443,26 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
out.Write("}}\n");
}
// The number of colors available to TEV is determined by numColorChans.
// We have to provide the fields to match the interface, so set to zero if it's not enabled.
if (per_pixel_lighting)
{
// When per-pixel lighting is enabled, the vertex colors are passed through
// unmodified so we can evaluate the lighting in the pixel shader.
// When per-pixel lighting is enabled, the vertex colors are passed through unmodified so we can
// evaluate the lighting in the same manner in the pixel shader.
if (uid_data->numColorChans == 0)
{
if ((uid_data->components & VB_HAS_COL0) != 0)
{
if (per_pixel_lighting)
out.Write("o.colors_0 = vertex_color_0;\n");
else
out.Write("o.colors_0 = rawcolor0;\n");
}
else
{
out.Write("o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n");
}
// Lighting is also still computed in the vertex shader since it can be used to
// generate texture coordinates. We generated them above, so now the colors can
// be reverted to their previous stage.
out.Write("o.colors_0 = vertex_color_0;\n");
out.Write("o.colors_1 = vertex_color_1;\n");
// Note that the numColorChans logic is performed in the pixel shader.
}
if (uid_data->numColorChans <= 1)
else
{
if ((uid_data->components & VB_HAS_COL1) != 0)
{
if (per_pixel_lighting)
out.Write("o.colors_1 = vertex_color_1;\n");
else
out.Write("o.colors_1 = rawcolor1;\n");
}
else
{
// The number of colors available to TEV is determined by numColorChans.
// We have to provide the fields to match the interface, so set to zero if it's not enabled.
if (uid_data->numColorChans == 0)
out.Write("o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (uid_data->numColorChans <= 1)
out.Write("o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n");
}
}
// clipPos/w needs to be done in pixel shader, not here