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Offset lighting LUT samples correctly
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@ -423,15 +423,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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// LUT index is in the range of (0.0, 1.0)
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// LUT index is in the range of (0.0, 1.0)
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index = lighting.light[light_num].two_sided_diffuse ? "abs(" + index + ")"
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index = lighting.light[light_num].two_sided_diffuse ? "abs(" + index + ")"
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: "max(" + index + ", 0.f)";
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: "max(" + index + ", 0.f)";
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return "(FLOAT_255 * clamp(" + index + ", 0.0, 1.0))";
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} else {
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} else {
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// LUT index is in the range of (-1.0, 1.0)
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// LUT index is in the range of (-1.0, 1.0)
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index = "clamp(" + index + ", -1.0, 1.0)";
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index = "((" + index + " < 0) ? " + index + " + 2.0 : " + index + ") / 2.0";
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return "(FLOAT_255 * ((" + index + " < 0) ? " + index + " + 2.0 : " + index +
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") / 2.0)";
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}
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}
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return std::string();
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return "(OFFSET_256 + SCALE_256 * clamp(" + index + ", 0.0, 1.0))";
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};
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};
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// Gets the lighting lookup table value given the specified sampler and index
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// Gets the lighting lookup table value given the specified sampler and index
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@ -462,7 +459,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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if (light_config.dist_atten_enable) {
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if (light_config.dist_atten_enable) {
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std::string index = "(" + light_src + ".dist_atten_scale * length(-view - " +
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std::string index = "(" + light_src + ".dist_atten_scale * length(-view - " +
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light_src + ".position) + " + light_src + ".dist_atten_bias)";
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light_src + ".position) + " + light_src + ".dist_atten_bias)";
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index = "((clamp(" + index + ", 0.0, FLOAT_255)))";
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index = "(OFFSET_256 + SCALE_256 * clamp(" + index + ", 0.0, 1.0))";
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const unsigned lut_num =
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const unsigned lut_num =
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((unsigned)Regs::LightingSampler::DistanceAttenuation + light_config.num);
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((unsigned)Regs::LightingSampler::DistanceAttenuation + light_config.num);
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dist_atten = GetLutValue((Regs::LightingSampler)lut_num, index);
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dist_atten = GetLutValue((Regs::LightingSampler)lut_num, index);
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@ -581,7 +578,10 @@ std::string GenerateFragmentShader(const PicaShaderConfig& config) {
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#define NUM_TEV_STAGES 6
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#define NUM_TEV_STAGES 6
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#define NUM_LIGHTS 8
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#define NUM_LIGHTS 8
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#define LIGHTING_LUT_SIZE 256
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#define LIGHTING_LUT_SIZE 256
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#define FLOAT_255 (255.0 / 256.0)
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// Texture coordinate offsets and scales
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#define OFFSET_256 (0.5 / 256.0)
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#define SCALE_256 (255.0 / 256.0)
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in vec4 primary_color;
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in vec4 primary_color;
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in vec2 texcoord[3];
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in vec2 texcoord[3];
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