Merge pull request #10012 from Pokechu22/thps4-green-sky

UberShaderVertex: Fix Tony Hawk Pro Skater 4
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JMC47 2021-09-09 17:58:35 -04:00 committed by GitHub
commit 05f86b9f5b
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 50 additions and 50 deletions

View file

@ -215,20 +215,36 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
if (num_texgen > 0)
GenVertexShaderTexGens(api_type, num_texgen, out);
out.Write("// The number of colors available to TEV is determined by numColorChans.\n"
"// We have to provide the fields to match the interface, so set to zero\n"
"// if it's not enabled.\n");
const char* color_prefix;
if (per_pixel_lighting)
{
out.Write("\n// Since per-pixel lighting is enabled, the vertex colors are passed through\n"
"// unmodified so we can evaluate the lighting in the pixel shader.\n");
color_prefix = "vertex_color_";
}
else
{
color_prefix = "rawcolor";
}
out.Write("if (xfmem_numColorChans == 0u) {{\n"
" if ((components & {}u) != 0u)\n"
" o.colors_0 = rawcolor0;\n"
" if ((components & {}u) != 0u) // VB_HAS_COL0\n"
" o.colors_0 = {}0;\n"
" else\n"
" o.colors_1 = float4(1.0, 1.0, 1.0, 1.0);\n"
" o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n"
"}}\n",
VB_HAS_COL0);
out.Write("if (xfmem_numColorChans < 2u) {{\n"
" if ((components & {}u) != 0u)\n"
" o.colors_0 = rawcolor1;\n"
VB_HAS_COL0, color_prefix);
out.Write("if (xfmem_numColorChans <= 1u) {{\n"
" if ((components & {}u) != 0u) // VB_HAS_COL1\n"
" o.colors_1 = {}1;\n"
" else\n"
" o.colors_1 = float4(1.0, 1.0, 1.0, 1.0);\n"
" o.colors_1 = o.colors_0;\n"
"}}\n",
VB_HAS_COL1);
VB_HAS_COL1, color_prefix);
if (!host_config.fast_depth_calc)
{
@ -239,26 +255,7 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
if (per_pixel_lighting)
{
out.Write("o.Normal = _norm0;\n"
"o.WorldPos = pos.xyz;\n"
"// Pass through the vertex colors unmodified so we can evaluate the lighting\n"
"// in the same manner.\n");
out.Write("if ((components & {}u) != 0u) // VB_HAS_COL0\n"
" o.colors_0 = vertex_color_0;\n",
VB_HAS_COL0);
out.Write("if ((components & {}u) != 0u) // VB_HAS_COL1\n"
" o.colors_1 = vertex_color_1;\n",
VB_HAS_COL1);
}
else
{
out.Write("// The number of colors available to TEV is determined by numColorChans.\n"
"// We have to provide the fields to match the interface, so set to zero\n"
"// if it's not enabled.\n"
"if (xfmem_numColorChans == 0u)\n"
" o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n"
"if (xfmem_numColorChans <= 1u)\n"
" o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n"
"\n");
"o.WorldPos = pos.xyz;\n");
}
// If we can disable the incorrect depth clipping planes using depth clamping, then we can do

View file

@ -443,19 +443,38 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
out.Write("}}\n");
}
// The number of colors available to TEV is determined by numColorChans.
// We have to provide the fields to match the interface, so set to zero if it's not enabled.
// When per-pixel lighting is enabled, the vertex colors are passed through unmodified so we can
// evaluate the lighting in the same manner in the pixel shader.
if (uid_data->numColorChans == 0)
{
if ((uid_data->components & VB_HAS_COL0) != 0)
out.Write("o.colors_0 = rawcolor0;\n");
{
if (per_pixel_lighting)
out.Write("o.colors_0 = vertex_color_0;\n");
else
out.Write("o.colors_0 = rawcolor0;\n");
}
else
out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
{
out.Write("o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n");
}
}
if (uid_data->numColorChans < 2)
if (uid_data->numColorChans <= 1)
{
if ((uid_data->components & VB_HAS_COL1) != 0)
out.Write("o.colors_1 = rawcolor1;\n");
{
if (per_pixel_lighting)
out.Write("o.colors_1 = vertex_color_1;\n");
else
out.Write("o.colors_1 = rawcolor1;\n");
}
else
out.Write("o.colors_1 = o.colors_0;\n");
{
out.Write("o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n");
}
}
// clipPos/w needs to be done in pixel shader, not here
@ -466,22 +485,6 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
{
out.Write("o.Normal = _norm0;\n"
"o.WorldPos = pos.xyz;\n");
// Pass through the vertex colors unmodified so we can evaluate the lighting in the same manner.
if ((uid_data->components & VB_HAS_COL0) != 0)
out.Write("o.colors_0 = vertex_color_0;\n");
if ((uid_data->components & VB_HAS_COL1) != 0)
out.Write("o.colors_1 = vertex_color_1;\n");
}
else
{
// The number of colors available to TEV is determined by numColorChans.
// We have to provide the fields to match the interface, so set to zero if it's not enabled.
if (uid_data->numColorChans == 0)
out.Write("o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (uid_data->numColorChans <= 1)
out.Write("o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n");
}
// If we can disable the incorrect depth clipping planes using depth clamping, then we can do