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	Round TEV outputs and the final fragment output in GLSL
Fixes water effect in SM3DL
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					 1 changed files with 24 additions and 6 deletions
				
			
		|  | @ -509,9 +509,10 @@ static void WriteTevStage(std::string& out, const PicaShaderConfig& config, unsi | |||
|         AppendColorModifier(out, config, stage.color_modifier3, stage.color_source3, index_name); | ||||
|         out += ");\n"; | ||||
| 
 | ||||
|         out += "vec3 color_output_" + index_name + " = "; | ||||
|         // Round the output of each TEV stage to maintain the PICA's 8 bits of precision
 | ||||
|         out += "vec3 color_output_" + index_name + " = byteround("; | ||||
|         AppendColorCombiner(out, stage.color_op, "color_results_" + index_name); | ||||
|         out += ";\n"; | ||||
|         out += ");\n"; | ||||
| 
 | ||||
|         if (stage.color_op == TevStageConfig::Operation::Dot3_RGBA) { | ||||
|             // result of Dot3_RGBA operation is also placed to the alpha component
 | ||||
|  | @ -528,9 +529,9 @@ static void WriteTevStage(std::string& out, const PicaShaderConfig& config, unsi | |||
|                                 index_name); | ||||
|             out += ");\n"; | ||||
| 
 | ||||
|             out += "float alpha_output_" + index_name + " = "; | ||||
|             out += "float alpha_output_" + index_name + " = byteround("; | ||||
|             AppendAlphaCombiner(out, stage.alpha_op, "alpha_results_" + index_name); | ||||
|             out += ";\n"; | ||||
|             out += ");\n"; | ||||
|         } | ||||
| 
 | ||||
|         out += "last_tex_env_out = vec4(" | ||||
|  | @ -1099,6 +1100,22 @@ float LookupLightingLUTSigned(int lut_index, float pos) { | |||
|     return LookupLightingLUT(lut_index, index, delta); | ||||
| } | ||||
| 
 | ||||
| float byteround(float x) { | ||||
|     return round(x * 255.0) / 255.0; | ||||
| } | ||||
| 
 | ||||
| vec2 byteround(vec2 x) { | ||||
|     return round(x * 255.0) / 255.0; | ||||
| } | ||||
| 
 | ||||
| vec3 byteround(vec3 x) { | ||||
|     return round(x * 255.0) / 255.0; | ||||
| } | ||||
| 
 | ||||
| vec4 byteround(vec4 x) { | ||||
|     return round(x * 255.0) / 255.0; | ||||
| } | ||||
| 
 | ||||
| )"; | ||||
| 
 | ||||
|     if (config.state.proctex.enable) | ||||
|  | @ -1108,7 +1125,7 @@ float LookupLightingLUTSigned(int lut_index, float pos) { | |||
|     // This maintains the PICA's 8 bits of precision
 | ||||
|     out += R"( | ||||
| void main() { | ||||
| vec4 rounded_primary_color = round(primary_color * 255.0) / 255.0; | ||||
| vec4 rounded_primary_color = byteround(primary_color); | ||||
| vec4 primary_fragment_color = vec4(0.0); | ||||
| vec4 secondary_fragment_color = vec4(0.0); | ||||
| )"; | ||||
|  | @ -1183,7 +1200,8 @@ vec4 secondary_fragment_color = vec4(0.0); | |||
|     } | ||||
| 
 | ||||
|     out += "gl_FragDepth = depth;\n"; | ||||
|     out += "color = last_tex_env_out;\n"; | ||||
|     // Round the final fragment color to maintain the PICA's 8 bits of precision
 | ||||
|     out += "color = byteround(last_tex_env_out);\n"; | ||||
| 
 | ||||
|     out += "}"; | ||||
| 
 | ||||
|  |  | |||
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