mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-07-04 23:31:19 +01:00
swrasterizer: add missing tc0_w and fragment lighting attribute processing
This commit is contained in:
parent
152a012373
commit
36526c63ef
2 changed files with 8 additions and 5 deletions
|
@ -69,13 +69,14 @@ static void InitScreenCoordinates(Vertex& vtx) {
|
|||
viewport.offset_y = float24::FromFloat32(static_cast<float>(regs.rasterizer.viewport_corner.y));
|
||||
|
||||
float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w;
|
||||
vtx.color *= inv_w;
|
||||
vtx.view *= inv_w;
|
||||
vtx.pos.w = inv_w;
|
||||
vtx.quat *= inv_w;
|
||||
vtx.color *= inv_w;
|
||||
vtx.tc0 *= inv_w;
|
||||
vtx.tc1 *= inv_w;
|
||||
vtx.tc0_w *= inv_w;
|
||||
vtx.view *= inv_w;
|
||||
vtx.tc2 *= inv_w;
|
||||
vtx.pos.w = inv_w;
|
||||
|
||||
vtx.screenpos[0] =
|
||||
(vtx.pos.x * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x;
|
||||
|
|
|
@ -23,13 +23,15 @@ struct Vertex : Shader::OutputVertex {
|
|||
pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
|
||||
|
||||
// TODO: Should perform perspective correct interpolation here...
|
||||
quat = quat * factor + vtx.quat * (float24::FromFloat32(1) - factor);
|
||||
color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
|
||||
tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
|
||||
tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor);
|
||||
tc0_w = tc0_w * factor + vtx.tc0_w * (float24::FromFloat32(1) - factor);
|
||||
view = view * factor + vtx.view * (float24::FromFloat32(1) - factor);
|
||||
tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
|
||||
|
||||
screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
|
||||
|
||||
color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
|
||||
}
|
||||
|
||||
// Linear interpolation
|
||||
|
|
Loading…
Reference in a new issue