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SwRasterizer: Fixed the lighting lut lookup function.
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@ -117,7 +117,9 @@ static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v
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float LookupLightingLut(size_t lut_index, float index) {
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float LookupLightingLut(size_t lut_index, float index) {
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unsigned index_i = static_cast<unsigned>(MathUtil::Clamp(floor(index * 256), 0.0f, 1.0f));
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index *= 256;
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unsigned index_i = static_cast<unsigned>(MathUtil::Clamp(floor(index), 0.0f, 255.0f));
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float index_f = index - index_i;
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float index_f = index - index_i;
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@ -126,7 +128,7 @@ float LookupLightingLut(size_t lut_index, float index) {
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float lut_value = g_state.lighting.luts[lut_index][index_i].ToFloat();
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float lut_value = g_state.lighting.luts[lut_index][index_i].ToFloat();
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float lut_diff = g_state.lighting.luts[lut_index][index_i].DiffToFloat();
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float lut_diff = g_state.lighting.luts[lut_index][index_i].DiffToFloat();
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return lut_value + lut_diff * index_f;
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return lut_value + lut_diff * index_f / 256.f;
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}
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}
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std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
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std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
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