Maintain the PICA's 8 bits of color precision when using the interpolated primary color
This matches the software renderer by using round. The actual hardware rounds the results up instead of flooring.
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1 changed files with 4 additions and 1 deletions
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@ -234,7 +234,7 @@ static void AppendSource(std::string& out, const PicaShaderConfig& config,
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using Source = TevStageConfig::Source;
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using Source = TevStageConfig::Source;
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switch (source) {
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switch (source) {
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case Source::PrimaryColor:
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case Source::PrimaryColor:
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out += "primary_color";
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out += "rounded_primary_color";
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break;
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break;
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case Source::PrimaryFragmentColor:
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case Source::PrimaryFragmentColor:
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out += "primary_fragment_color";
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out += "primary_fragment_color";
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@ -1100,8 +1100,11 @@ float LookupLightingLUTSigned(int lut_index, float pos) {
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if (config.state.proctex.enable)
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if (config.state.proctex.enable)
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AppendProcTexSampler(out, config);
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AppendProcTexSampler(out, config);
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// We round the interpolated primary color to the nearest 1/255th
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// This maintains the PICA's 8 bits of precision
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out += R"(
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out += R"(
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void main() {
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void main() {
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vec4 rounded_primary_color = round(primary_color * 255.0) / 255.0;
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vec4 primary_fragment_color = vec4(0.0);
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vec4 primary_fragment_color = vec4(0.0);
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vec4 secondary_fragment_color = vec4(0.0);
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vec4 secondary_fragment_color = vec4(0.0);
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)";
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)";
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