LightingShaderGen: Always calculate lighting for both color channels

Cel-damage uses the color from the lighting stage of the vertex pipeline
as texture coordinates, but sets numColorChans to zero.

We now calculate the colors in all cases, but override the color before
writing it from the vertex shader if numColorChans is set to a lower value.
This commit is contained in:
Stenzek
2017-11-21 18:54:11 +10:00
parent 18c1bf19ca
commit efb9759862
7 changed files with 38 additions and 29 deletions

View File

@ -94,8 +94,8 @@ void WriteVertexLighting(ShaderCode& out, APIType api_type, const char* world_po
const char* out_color_1_var)
{
out.Write("// Lighting\n");
out.Write("%sfor (uint chan = 0u; chan < xfmem_numColorChans; chan++) {\n",
api_type == APIType::D3D ? "[loop] " : "");
out.Write("%sfor (uint chan = 0u; chan < %zu; chan++) {\n",
api_type == APIType::D3D ? "[loop] " : "", NUM_XF_COLOR_CHANNELS);
out.Write(" uint colorreg = xfmem_color(chan);\n"
" uint alphareg = xfmem_alpha(chan);\n"
" int4 mat = " I_MATERIALS "[chan + 2u]; \n"
@ -196,8 +196,5 @@ void WriteVertexLighting(ShaderCode& out, APIType api_type, const char* world_po
out.Write(" }\n"
"}\n"
"\n");
out.Write("if (xfmem_numColorChans < 2u && (components & %uu) == 0u)\n", VB_HAS_COL1);
out.Write(" %s = %s;\n\n", out_color_1_var, out_color_0_var);
}
}