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swrasterizer: add missing tc0_w and fragment lighting attribute processing
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152a012373
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@ -69,13 +69,14 @@ static void InitScreenCoordinates(Vertex& vtx) {
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viewport.offset_y = float24::FromFloat32(static_cast<float>(regs.rasterizer.viewport_corner.y));
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float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w;
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vtx.color *= inv_w;
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vtx.view *= inv_w;
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vtx.pos.w = inv_w;
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vtx.quat *= inv_w;
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vtx.color *= inv_w;
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vtx.tc0 *= inv_w;
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vtx.tc1 *= inv_w;
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vtx.tc0_w *= inv_w;
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vtx.view *= inv_w;
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vtx.tc2 *= inv_w;
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vtx.pos.w = inv_w;
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vtx.screenpos[0] =
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(vtx.pos.x * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x;
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@ -23,13 +23,15 @@ struct Vertex : Shader::OutputVertex {
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pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
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// TODO: Should perform perspective correct interpolation here...
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quat = quat * factor + vtx.quat * (float24::FromFloat32(1) - factor);
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color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
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tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
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tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor);
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tc0_w = tc0_w * factor + vtx.tc0_w * (float24::FromFloat32(1) - factor);
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view = view * factor + vtx.view * (float24::FromFloat32(1) - factor);
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tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
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screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
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color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
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}
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// Linear interpolation
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