Merge pull request #5612 from raven02/patch-27

Shade mapping fix
This commit is contained in:
Henrik Rydgård 2014-03-22 14:37:22 +01:00
commit 98da5144ef
2 changed files with 2 additions and 2 deletions

View file

@ -489,7 +489,7 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
Vec3f lightpos1 = Vec3f(gstate_c.lightpos[gstate.getUVLS1()]).Normalized();
uv[0] = (1.0f + Dot(lightpos0, normal))/2.0f;
uv[1] = (1.0f - Dot(lightpos1, normal))/2.0f;
uv[1] = (1.0f + Dot(lightpos1, normal))/2.0f;
uv[2] = 1.0f;
}
break;

View file

@ -646,7 +646,7 @@ void GenerateVertexShader(int prim, u32 vertType, char *buffer, bool useHWTransf
break;
case GE_TEXMAP_ENVIRONMENT_MAP: // Shade mapping - use dots from light sources.
WRITE(p, " v_texcoord = u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos%i), worldnormal), 1.0 - dot(normalize(u_lightpos%i), worldnormal)) * 0.5;\n", gstate.getUVLS0(), gstate.getUVLS1());
WRITE(p, " v_texcoord = u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos%i), worldnormal), 1.0 + dot(normalize(u_lightpos%i), worldnormal)) * 0.5;\n", gstate.getUVLS0(), gstate.getUVLS1());
break;
default: