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	gl_shader_gen: Fix bug in LUT range (should within range [0, 255] not [0, 256]).
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					 1 changed files with 3 additions and 3 deletions
				
			
		|  | @ -362,11 +362,11 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | |||
|         if (abs) { | ||||
|             // LUT index is in the range of (0.0, 1.0)
 | ||||
|             index = config.lighting.light[light_num].two_sided_diffuse ? "abs(" + index + ")" : "max(" + index + ", 0.f)"; | ||||
|             return "clamp(" + index + ", 0.0, FLOAT_255)"; | ||||
|             return "(FLOAT_255 * clamp(" + index + ", 0.0, 1.0))"; | ||||
|         } else { | ||||
|             // LUT index is in the range of (-1.0, 1.0)
 | ||||
|             index = "clamp(" + index + ", -1.0, 1.0)"; | ||||
|             return "clamp(((" + index + " < 0) ? " + index + " + 2.0 : " + index + ") / 2.0, 0.0, FLOAT_255)"; | ||||
|             return "(FLOAT_255 * ((" + index + " < 0) ? " + index + " + 2.0 : " + index + ") / 2.0)"; | ||||
|         } | ||||
| 
 | ||||
|         return std::string(); | ||||
|  | @ -487,7 +487,7 @@ std::string GenerateFragmentShader(const PicaShaderConfig& config) { | |||
| #define NUM_TEV_STAGES 6 | ||||
| #define NUM_LIGHTS 8 | ||||
| #define LIGHTING_LUT_SIZE 256 | ||||
| #define FLOAT_255 0.99609375 | ||||
| #define FLOAT_255 (255.0 / 256.0) | ||||
| 
 | ||||
| in vec4 primary_color; | ||||
| in vec2 texcoord[3]; | ||||
|  |  | |||
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