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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) { |         if (abs) { | ||||||
|             // LUT index is in the range of (0.0, 1.0)
 |             // 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)"; |             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 { |         } else { | ||||||
|             // LUT index is in the range of (-1.0, 1.0)
 |             // LUT index is in the range of (-1.0, 1.0)
 | ||||||
|             index = "clamp(" + index + ", -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(); |         return std::string(); | ||||||
|  | @ -487,7 +487,7 @@ std::string GenerateFragmentShader(const PicaShaderConfig& config) { | ||||||
| #define NUM_TEV_STAGES 6 | #define NUM_TEV_STAGES 6 | ||||||
| #define NUM_LIGHTS 8 | #define NUM_LIGHTS 8 | ||||||
| #define LIGHTING_LUT_SIZE 256 | #define LIGHTING_LUT_SIZE 256 | ||||||
| #define FLOAT_255 0.99609375 | #define FLOAT_255 (255.0 / 256.0) | ||||||
| 
 | 
 | ||||||
| in vec4 primary_color; | in vec4 primary_color; | ||||||
| in vec2 texcoord[3]; | in vec2 texcoord[3]; | ||||||
|  |  | ||||||
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