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authorGravatar bunnei2015-05-25 18:45:05 -0400
committerGravatar bunnei2015-05-31 01:52:42 -0400
commit33b9abb91e17e39ebadfa34ff3f6dac9f07f87d7 (patch)
tree2ff0e6c796bcc3d489c7fb3e67a78bccbc4a3cc4 /src/video_core/renderer_opengl
parentrasterizer: Remove unnecessary 'using' for BlendEquation. (diff)
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Pica: Use zero for the SecondaryFragmentColor source.
- This is a workaround until we support fragment lighting.
Diffstat (limited to 'src/video_core/renderer_opengl')
-rw-r--r--src/video_core/renderer_opengl/gl_shaders.h24
1 files changed, 14 insertions, 10 deletions
diff --git a/src/video_core/renderer_opengl/gl_shaders.h b/src/video_core/renderer_opengl/gl_shaders.h
index 8f0941230..a8cb2f595 100644
--- a/src/video_core/renderer_opengl/gl_shaders.h
+++ b/src/video_core/renderer_opengl/gl_shaders.h
@@ -69,15 +69,16 @@ const char g_fragment_shader_hw[] = R"(
69#define NUM_VTX_ATTR 7 69#define NUM_VTX_ATTR 7
70#define NUM_TEV_STAGES 6 70#define NUM_TEV_STAGES 6
71 71
72#define SOURCE_PRIMARYCOLOR 0x0 72#define SOURCE_PRIMARYCOLOR 0x0
73#define SOURCE_PRIMARYFRAGMENTCOLOR 0x1 73#define SOURCE_PRIMARYFRAGMENTCOLOR 0x1
74#define SOURCE_TEXTURE0 0x3 74#define SOURCE_SECONDARYFRAGMENTCOLOR 0x2
75#define SOURCE_TEXTURE1 0x4 75#define SOURCE_TEXTURE0 0x3
76#define SOURCE_TEXTURE2 0x5 76#define SOURCE_TEXTURE1 0x4
77#define SOURCE_TEXTURE3 0x6 77#define SOURCE_TEXTURE2 0x5
78#define SOURCE_PREVIOUSBUFFER 0xd 78#define SOURCE_TEXTURE3 0x6
79#define SOURCE_CONSTANT 0xe 79#define SOURCE_PREVIOUSBUFFER 0xd
80#define SOURCE_PREVIOUS 0xf 80#define SOURCE_CONSTANT 0xe
81#define SOURCE_PREVIOUS 0xf
81 82
82#define COLORMODIFIER_SOURCECOLOR 0x0 83#define COLORMODIFIER_SOURCECOLOR 0x0
83#define COLORMODIFIER_ONEMINUSSOURCECOLOR 0x1 84#define COLORMODIFIER_ONEMINUSSOURCECOLOR 0x1
@@ -151,8 +152,11 @@ vec4 GetSource(int source) {
151 if (source == SOURCE_PRIMARYCOLOR) { 152 if (source == SOURCE_PRIMARYCOLOR) {
152 return o[2]; 153 return o[2];
153 } else if (source == SOURCE_PRIMARYFRAGMENTCOLOR) { 154 } else if (source == SOURCE_PRIMARYFRAGMENTCOLOR) {
154 // HACK: Uses color value, but should really use fragment lighting output 155 // HACK: Until we implement fragment lighting, use primary_color
155 return o[2]; 156 return o[2];
157 } else if (source == SOURCE_SECONDARYFRAGMENTCOLOR) {
158 // HACK: Until we implement fragment lighting, use zero
159 return vec4(0.0, 0.0, 0.0, 0.0);
156 } else if (source == SOURCE_TEXTURE0) { 160 } else if (source == SOURCE_TEXTURE0) {
157 return texture(tex[0], o[3].xy); 161 return texture(tex[0], o[3].xy);
158 } else if (source == SOURCE_TEXTURE1) { 162 } else if (source == SOURCE_TEXTURE1) {