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	SwRasterizer: Fixed the lighting lut lookup function.
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					 1 changed files with 4 additions and 2 deletions
				
			
		|  | @ -117,7 +117,9 @@ static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v | |||
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| float LookupLightingLut(size_t lut_index, float index) { | ||||
|     unsigned index_i = static_cast<unsigned>(MathUtil::Clamp(floor(index * 256), 0.0f, 1.0f)); | ||||
|     index *= 256; | ||||
| 
 | ||||
|     unsigned index_i = static_cast<unsigned>(MathUtil::Clamp(floor(index), 0.0f, 255.0f)); | ||||
| 
 | ||||
|     float index_f = index - index_i; | ||||
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 | ||||
|  | @ -126,7 +128,7 @@ float LookupLightingLut(size_t lut_index, float index) { | |||
|     float lut_value = g_state.lighting.luts[lut_index][index_i].ToFloat(); | ||||
|     float lut_diff = g_state.lighting.luts[lut_index][index_i].DiffToFloat(); | ||||
| 
 | ||||
|     return lut_value + lut_diff * index_f; | ||||
|     return lut_value + lut_diff * index_f / 256.f; | ||||
| } | ||||
| 
 | ||||
| std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) { | ||||
|  |  | |||
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