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	rasterizer: Implemented AddSigned combiner op.
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		|  | @ -499,6 +499,16 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0, | ||||||
|                         return result.Cast<u8>(); |                         return result.Cast<u8>(); | ||||||
|                     } |                     } | ||||||
| 
 | 
 | ||||||
|  |                     case Operation::AddSigned: | ||||||
|  |                     { | ||||||
|  |                         // TODO(bunnei): Verify that the color conversion from (float) 0.5f to (byte) 128 is correct
 | ||||||
|  |                         auto result = input[0].Cast<int>() + input[1].Cast<int>() - Math::MakeVec<int>(128, 128, 128); | ||||||
|  |                         result.r() = MathUtil::Clamp<int>(result.r(), 0, 255); | ||||||
|  |                         result.g() = MathUtil::Clamp<int>(result.g(), 0, 255); | ||||||
|  |                         result.b() = MathUtil::Clamp<int>(result.b(), 0, 255); | ||||||
|  |                         return result.Cast<u8>(); | ||||||
|  |                     } | ||||||
|  | 
 | ||||||
|                     case Operation::Lerp: |                     case Operation::Lerp: | ||||||
|                         return ((input[0] * input[2] + input[1] * (Math::MakeVec<u8>(255, 255, 255) - input[2]).Cast<u8>()) / 255).Cast<u8>(); |                         return ((input[0] * input[2] + input[1] * (Math::MakeVec<u8>(255, 255, 255) - input[2]).Cast<u8>()) / 255).Cast<u8>(); | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
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