Merge branch 'shader' of https://github.com/cinaera/ppsspp into cinaera-shader

This commit is contained in:
Henrik Rydgard 2013-04-16 21:31:14 +02:00
commit 382e1df04c
3 changed files with 6 additions and 6 deletions

View File

@ -341,7 +341,7 @@ void Lighter::Light(float colorOut0[4], float colorOut1[4], const float colorIn[
if (dot > 0.0f)
{
Color4 lightSpec(gstate_c.lightColor[2][l], 0.0f);
lightSum1 += (lightSpec * *specular * (powf(dot, specCoef_) * (dot * lightScale)));
lightSum1 += (lightSpec * *specular * (powf(dot, specCoef_) * lightScale));
}
}
@ -583,7 +583,7 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
} else {
// Summed color into c0
for (int j = 0; j < 4; j++) {
c0[j] = c0[j] + litColor1[j];
c0[j] = ((c0[j] + litColor1[j]) > 1.0f) ? 1.0f : (c0[j] + litColor1[j]);
}
}
} else {

View File

@ -301,7 +301,7 @@ void GenerateVertexShader(int prim, char *buffer) {
if (hasColor) {
WRITE(p, " lowp vec3 unlitColor = a_color0.rgb;\n");
} else {
WRITE(p, " lowp vec3 unlitColor = vec3(u_matambientalpha);\n");
WRITE(p, " lowp vec3 unlitColor = u_matambientalpha.rgb;\n");
}
// TODO: Declare variables for dots for shade mapping if needed.
@ -364,7 +364,7 @@ void GenerateVertexShader(int prim, char *buffer) {
WRITE(p, " vec3 halfVec%i = normalize(normalize(toLight%i) + vec3(0.0, 0.0, 1.0));\n", i, i);
WRITE(p, " dot%i = dot(halfVec%i, worldnormal);\n", i, i);
WRITE(p, " if (dot%i > 0.0)\n", i);
WRITE(p, " lightSum1 += u_lightspecular%i * %s * (pow(dot%i, u_matspecular.a) * (dot%i * lightScale%i));\n", i, specular, i, i, i);
WRITE(p, " lightSum1 += u_lightspecular%i * %s * (pow(dot%i, u_matspecular.a) * lightScale%i);\n", i, specular, i, i);
}
WRITE(p, " lightSum0 += vec4((u_lightambient%i + diffuse%i)*lightScale%i, 0.0);\n", i, i, i);
}

View File

@ -101,7 +101,7 @@ struct GPUgstate
offsetx,
offsety,
pad111[2],
lmode,
shademodel,
reversenormals,
pad222,
materialupdate,
@ -114,7 +114,7 @@ struct GPUgstate
materialspecularcoef,
ambientcolor,
ambientalpha,
colormodel,
lmode,
ltype[4],
lpos[12],
ldir[12],