LightingShaderGen: Use a float4 array for lights instead of a struct (uniform management in the non-UBO path is a mess otherwise).

Also fix a small bug (cf. revision  154c533e76).
This commit is contained in:
NeoBrainX
2013-04-10 14:25:18 +02:00
parent fab4f1d0a5
commit abde070f63
4 changed files with 14 additions and 16 deletions

View File

@ -338,8 +338,7 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
out.Write("\t%sfloat4 " I_FOG"[3] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_FOG));
// For pixel lighting - TODO: Should only be defined when per pixel lighting is enabled!
out.Write("struct Light { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; };\n");
out.Write("\t%sLight " I_PLIGHTS"[8] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PLIGHTS));
out.Write("\t%sfloat4 " I_PLIGHTS"[40] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PLIGHTS));
out.Write("\t%sfloat4 " I_PMATERIALS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PMATERIALS));
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)