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LightingShaderGen: Always calculate lighting for both color channels
Cel-damage uses the color from the lighting stage of the vertex pipeline as texture coordinates, but sets numColorChans to zero. We now calculate the colors in all cases, but override the color before writing it from the vertex shader if numColorChans is set to a lower value.
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7 changed files with 38 additions and 29 deletions
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@ -79,9 +79,9 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d
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// inColorName is color in vs and colors_ in ps
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// dest is o.colors_ in vs and colors_ in ps
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void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components,
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u32 numColorChans, const char* inColorName, const char* dest)
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const char* inColorName, const char* dest)
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{
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for (unsigned int j = 0; j < numColorChans; j++)
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for (unsigned int j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
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{
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object.Write("{\n");
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@ -185,7 +185,7 @@ void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_d
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void GetLightingShaderUid(LightingUidData& uid_data)
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{
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for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
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for (unsigned int j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
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{
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uid_data.matsource |= xfmem.color[j].matsource << j;
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uid_data.matsource |= xfmem.alpha[j].matsource << (j + 2);
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