dolphin/Source
Stenzek 51724c1ccd LightingShaderGen: Always calculate lighting for both color channels
Cel-damage depends on lighting being calculated for the first channel
even though there is no color in the vertex format (defaults to the
material color). If lighting for the channel is not enabled, the vertex
will use the default color as before.

The default value of the color is determined by the number of elements in
the vertex format. This fixes the grey cubes in Super Mario Sunshine.

If the color channel count is zero, we set the color to black before the
end of the vertex shader. It's possible that this would be undefined
behavior on hardware if a vertex color index that was greater than the
channel count was used within TEV.
2020-11-20 15:54:04 -08:00
..
Android Android: Fix IllegalStateException on startup 2020-11-20 18:33:00 +01:00
Core LightingShaderGen: Always calculate lighting for both color channels 2020-11-20 15:54:04 -08:00
DSPSpy DSPSpy: sync Makefile with current devkitPro template 2020-06-08 04:21:41 +01:00
DSPTool msbuild: re-enable standalone vcxproj processing 2020-08-22 16:17:50 -07:00
PCH Merge pull request #9091 from shuffle2/pch 2020-10-29 21:29:28 +01:00
UnitTests x64Emitter: Check end of allocated space when emitting code. 2020-08-24 19:31:32 +02:00
VSProps DolphinQt: Stop using qtmain 2020-09-21 17:27:10 +02:00
.clang-format
CMakeLists.txt Android: Add content provider support to File::IOFile 2020-09-16 18:38:53 +02:00
dolphin-emu.sln Externals: Add zstd 2020-05-13 20:53:10 +02:00