diff --git a/src/video_core/swrasterizer/rasterizer.cpp b/src/video_core/swrasterizer/rasterizer.cpp index 37d1313cf..80ecf72ec 100644 --- a/src/video_core/swrasterizer/rasterizer.cpp +++ b/src/video_core/swrasterizer/rasterizer.cpp @@ -141,7 +141,7 @@ std::tuple, Math::Vec4> ComputeFragmentsColors( } // Use the normalized the quaternion when performing the rotation - auto normal = Math::QuaternionRotate(normquat.Normalized(), surface_normal); + auto normal = Math::QuaternionRotate(normquat, surface_normal); Math::Vec4 diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f}; Math::Vec4 specular_sum = {0.0f, 0.0f, 0.0f, 1.0f}; @@ -664,12 +664,12 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve Math::Vec4 secondary_fragment_color = {0, 0, 0, 0}; if (!g_state.regs.lighting.disable) { - Math::Quaternion normquat{ + Math::Quaternion normquat = Math::Quaternion{ {GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(), GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(), GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()}, GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(), - }; + }.Normalized(); Math::Vec3 view{ GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(),