gl_shader_gen: Fix bug in LUT range (should within range [0, 255] not [0, 256]).

This commit is contained in:
bunnei 2015-11-25 20:30:27 -05:00
parent 348c9c9ff3
commit 449902b558

View file

@ -362,11 +362,11 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
if (abs) {
// LUT index is in the range of (0.0, 1.0)
index = config.lighting.light[light_num].two_sided_diffuse ? "abs(" + index + ")" : "max(" + index + ", 0.f)";
return "clamp(" + index + ", 0.0, FLOAT_255)";
return "(FLOAT_255 * clamp(" + index + ", 0.0, 1.0))";
} else {
// LUT index is in the range of (-1.0, 1.0)
index = "clamp(" + index + ", -1.0, 1.0)";
return "clamp(((" + index + " < 0) ? " + index + " + 2.0 : " + index + ") / 2.0, 0.0, FLOAT_255)";
return "(FLOAT_255 * ((" + index + " < 0) ? " + index + " + 2.0 : " + index + ") / 2.0)";
}
return std::string();
@ -487,7 +487,7 @@ std::string GenerateFragmentShader(const PicaShaderConfig& config) {
#define NUM_TEV_STAGES 6
#define NUM_LIGHTS 8
#define LIGHTING_LUT_SIZE 256
#define FLOAT_255 0.99609375
#define FLOAT_255 (255.0 / 256.0)
in vec4 primary_color;
in vec2 texcoord[3];