Commit Graph

4 Commits (00997fa7327293db6075d47d18bd36516537ba44)

Author SHA1 Message Date
Dobrohotov Alexei ad5ee1aa1c Don't flip NV PPL shader Y axis erroneously 4 years ago
glassmancody.info c48eee4eee Clamp vertex lighting before interpolation
Fixes a regression in which pass lighting was clamped after being passed
to fragment shader. For correct FFP emulation, we need to clamp the result
in vertex shader. When clamping after interpolation, negative lights in
particular have a much more drastic effect.
4 years ago
glassmancody.info 71f7f30c0b Don't break NV shaders 4 years ago
Alexei Dobrohotov 2fdbe9b3f6 Handle BSShader[PP/No]LightingProperty 4 years ago