Minor simplification in VS

This commit is contained in:
Henrik Rydgård 2022-12-19 10:30:57 +01:00
parent 18d00b0718
commit ae383147db

View file

@ -1152,9 +1152,10 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
}
if (enableLighting) {
WRITE(p, " lightSum0 = clamp(lightSum0, 0.0, 1.0);\n");
// Sum up ambient, emissive here.
if (lmode) {
WRITE(p, " %sv_color0 = clamp(lightSum0, 0.0, 1.0);\n", compat.vsOutPrefix);
WRITE(p, " %sv_color0 = lightSum0;\n", compat.vsOutPrefix);
// v_color1 only exists when lmode = 1.
if (specularIsZero) {
WRITE(p, " %sv_color1 = splat3(0.0);\n", compat.vsOutPrefix);
@ -1163,9 +1164,9 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
}
} else {
if (specularIsZero) {
WRITE(p, " %sv_color0 = clamp(lightSum0, 0.0, 1.0);\n", compat.vsOutPrefix);
WRITE(p, " %sv_color0 = lightSum0;\n", compat.vsOutPrefix);
} else {
WRITE(p, " %sv_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);\n", compat.vsOutPrefix);
WRITE(p, " %sv_color0 = clamp(lightSum0 + vec4(lightSum1, 0.0), 0.0, 1.0);\n", compat.vsOutPrefix);
}
WRITE(p, " %sv_color1 = splat3(0.0);\n", compat.vsOutPrefix);
}