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SwRasterizer: Corrected the light LUT lookups.
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@ -177,9 +177,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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float sample_loc = scale * distance + bias;
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u8 lutindex = MathUtil::Clamp(floorf(sample_loc * 256.f), 0.0f, 255.0f);
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u8 lutindex = MathUtil::Clamp(std::floor(sample_loc * 256.f), 0.0f, 255.0f);
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float delta = sample_loc * 256 - lutindex;
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dist_atten = LookupLightingLut(lut, lutindex, delta / 256.f);
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dist_atten = LookupLightingLut(lut, lutindex, delta);
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}
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float clamp_highlights = 1.0f;
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@ -227,13 +227,14 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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else
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result = std::max(result, 0.0f);
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u8 lutindex = MathUtil::Clamp(floorf(result * 256.f), 0.0f, 255.0f);
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u8 lutindex = MathUtil::Clamp(std::floor(result * 256.f), 0.0f, 255.0f);
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float delta = result * 256 - lutindex;
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return { lutindex, delta / 256.f };
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return { lutindex, delta };
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} else {
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u8 tmpi = MathUtil::Clamp(floorf(result * 128.f), 0.0f, 127.0f);
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float flr = std::floor(result * 128.f);
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s8 tmpi = MathUtil::Clamp(flr, -128.0f, 127.0f);
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float delta = result * 128.f - tmpi;
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return { tmpi & 0xFF, delta / 128.f };
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return { tmpi & 0xFF, delta };
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}
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};
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