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	Offset lighting LUT samples correctly
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					 1 changed files with 7 additions and 7 deletions
				
			
		|  | @ -423,15 +423,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | |||
|             // LUT index is in the range of (0.0, 1.0)
 | ||||
|             index = lighting.light[light_num].two_sided_diffuse ? "abs(" + index + ")" | ||||
|                                                                 : "max(" + index + ", 0.f)"; | ||||
|             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 "(FLOAT_255 * ((" + index + " < 0) ? " + index + " + 2.0 : " + index + | ||||
|                    ") / 2.0)"; | ||||
|             index = "((" + index + " < 0) ? " + index + " + 2.0 : " + index + ") / 2.0"; | ||||
|         } | ||||
| 
 | ||||
|         return std::string(); | ||||
|         return "(OFFSET_256 + SCALE_256 * clamp(" + index + ", 0.0, 1.0))"; | ||||
|     }; | ||||
| 
 | ||||
|     // Gets the lighting lookup table value given the specified sampler and index
 | ||||
|  | @ -462,7 +459,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | |||
|         if (light_config.dist_atten_enable) { | ||||
|             std::string index = "(" + light_src + ".dist_atten_scale * length(-view - " + | ||||
|                                 light_src + ".position) + " + light_src + ".dist_atten_bias)"; | ||||
|             index = "((clamp(" + index + ", 0.0, FLOAT_255)))"; | ||||
|             index = "(OFFSET_256 + SCALE_256 * clamp(" + index + ", 0.0, 1.0))"; | ||||
|             const unsigned lut_num = | ||||
|                 ((unsigned)Regs::LightingSampler::DistanceAttenuation + light_config.num); | ||||
|             dist_atten = GetLutValue((Regs::LightingSampler)lut_num, index); | ||||
|  | @ -581,7 +578,10 @@ std::string GenerateFragmentShader(const PicaShaderConfig& config) { | |||
| #define NUM_TEV_STAGES 6 | ||||
| #define NUM_LIGHTS 8 | ||||
| #define LIGHTING_LUT_SIZE 256 | ||||
| #define FLOAT_255 (255.0 / 256.0) | ||||
| 
 | ||||
| // Texture coordinate offsets and scales
 | ||||
| #define OFFSET_256 (0.5 / 256.0) | ||||
| #define SCALE_256 (255.0 / 256.0) | ||||
| 
 | ||||
| in vec4 primary_color; | ||||
| in vec2 texcoord[3]; | ||||
|  |  | |||
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