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-rw-r--r--src/video_core/swrasterizer/rasterizer.h6
1 files changed, 2 insertions, 4 deletions
diff --git a/src/video_core/swrasterizer/rasterizer.h b/src/video_core/swrasterizer/rasterizer.h
index 2f0877581..66cd6cfd4 100644
--- a/src/video_core/swrasterizer/rasterizer.h
+++ b/src/video_core/swrasterizer/rasterizer.h
@@ -19,10 +19,9 @@ struct Vertex : Shader::OutputVertex {
19 19
20 // Linear interpolation 20 // Linear interpolation
21 // factor: 0=this, 1=vtx 21 // factor: 0=this, 1=vtx
22 // Note: This function cannot be called after perspective divide
22 void Lerp(float24 factor, const Vertex& vtx) { 23 void Lerp(float24 factor, const Vertex& vtx) {
23 pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor); 24 pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
24
25 // TODO: Should perform perspective correct interpolation here...
26 quat = quat * factor + vtx.quat * (float24::FromFloat32(1) - factor); 25 quat = quat * factor + vtx.quat * (float24::FromFloat32(1) - factor);
27 color = color * factor + vtx.color * (float24::FromFloat32(1) - factor); 26 color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
28 tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor); 27 tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
@@ -30,12 +29,11 @@ struct Vertex : Shader::OutputVertex {
30 tc0_w = tc0_w * factor + vtx.tc0_w * (float24::FromFloat32(1) - factor); 29 tc0_w = tc0_w * factor + vtx.tc0_w * (float24::FromFloat32(1) - factor);
31 view = view * factor + vtx.view * (float24::FromFloat32(1) - factor); 30 view = view * factor + vtx.view * (float24::FromFloat32(1) - factor);
32 tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor); 31 tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
33
34 screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
35 } 32 }
36 33
37 // Linear interpolation 34 // Linear interpolation
38 // factor: 0=v0, 1=v1 35 // factor: 0=v0, 1=v1
36 // Note: This function cannot be called after perspective divide
39 static Vertex Lerp(float24 factor, const Vertex& v0, const Vertex& v1) { 37 static Vertex Lerp(float24 factor, const Vertex& v0, const Vertex& v1) {
40 Vertex ret = v0; 38 Vertex ret = v0;
41 ret.Lerp(factor, v1); 39 ret.Lerp(factor, v1);