Update GE_TEXMAP_ENVIRONMENT_MAP in Direct3D9 so it matches OpenGL's behaviour.

Improves the car colours in Outrun 2006, but like OpenGL, it's still got some areas with the wrong blue hue.
This commit is contained in:
The Dax 2015-02-17 02:17:24 -05:00
parent 7f51cd6003
commit 3239e27e84

View File

@ -571,7 +571,7 @@ void GenerateVertexShaderDX9(int prim, char *buffer, bool useHWTransform) {
break;
case GE_TEXMAP_ENVIRONMENT_MAP: // Shade mapping - use dots from light sources.
WRITE(p, " Out.v_texcoord.xy = u_uvscaleoffset.xy * float2(1.0 + dot(normalize(u_lightpos%i), worldnormal), 1.0 - dot(normalize(u_lightpos%i), worldnormal)) * 0.5;\n", gstate.getUVLS0(), gstate.getUVLS1());
WRITE(p, " Out.v_texcoord.xy = u_uvscaleoffset.xy * float2(1.0 + dot(normalize(u_lightpos%i), worldnormal), 1.0 + dot(normalize(u_lightpos%i), worldnormal)) * 0.5;\n", gstate.getUVLS0(), gstate.getUVLS1());
break;
default: