Offset lighting LUT samples correctly

This commit is contained in:
Jannik Vogel 2016-12-25 20:55:24 +01:00
parent 76890672a0
commit 88f409aec9

View File

@ -423,15 +423,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
// LUT index is in the range of (0.0, 1.0) // LUT index is in the range of (0.0, 1.0)
index = lighting.light[light_num].two_sided_diffuse ? "abs(" + index + ")" index = lighting.light[light_num].two_sided_diffuse ? "abs(" + index + ")"
: "max(" + index + ", 0.f)"; : "max(" + index + ", 0.f)";
return "(FLOAT_255 * clamp(" + index + ", 0.0, 1.0))";
} else { } else {
// LUT index is in the range of (-1.0, 1.0) // LUT index is in the range of (-1.0, 1.0)
index = "clamp(" + index + ", -1.0, 1.0)"; index = "((" + index + " < 0) ? " + index + " + 2.0 : " + index + ") / 2.0";
return "(FLOAT_255 * ((" + index + " < 0) ? " + index + " + 2.0 : " + index +
") / 2.0)";
} }
return std::string(); return "(OFFSET_256 + SCALE_256 * clamp(" + index + ", 0.0, 1.0))";
}; };
// Gets the lighting lookup table value given the specified sampler and index // Gets the lighting lookup table value given the specified sampler and index
@ -462,7 +459,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
if (light_config.dist_atten_enable) { if (light_config.dist_atten_enable) {
std::string index = "(" + light_src + ".dist_atten_scale * length(-view - " + std::string index = "(" + light_src + ".dist_atten_scale * length(-view - " +
light_src + ".position) + " + light_src + ".dist_atten_bias)"; light_src + ".position) + " + light_src + ".dist_atten_bias)";
index = "((clamp(" + index + ", 0.0, FLOAT_255)))"; index = "(OFFSET_256 + SCALE_256 * clamp(" + index + ", 0.0, 1.0))";
const unsigned lut_num = const unsigned lut_num =
((unsigned)Regs::LightingSampler::DistanceAttenuation + light_config.num); ((unsigned)Regs::LightingSampler::DistanceAttenuation + light_config.num);
dist_atten = GetLutValue((Regs::LightingSampler)lut_num, index); dist_atten = GetLutValue((Regs::LightingSampler)lut_num, index);
@ -581,7 +578,10 @@ std::string GenerateFragmentShader(const PicaShaderConfig& config) {
#define NUM_TEV_STAGES 6 #define NUM_TEV_STAGES 6
#define NUM_LIGHTS 8 #define NUM_LIGHTS 8
#define LIGHTING_LUT_SIZE 256 #define LIGHTING_LUT_SIZE 256
#define FLOAT_255 (255.0 / 256.0)
// Texture coordinate offsets and scales
#define OFFSET_256 (0.5 / 256.0)
#define SCALE_256 (255.0 / 256.0)
in vec4 primary_color; in vec4 primary_color;
in vec2 texcoord[3]; in vec2 texcoord[3];