From e9af70eaf3e9d190b2c75c039b004beb71f0e436 Mon Sep 17 00:00:00 2001 From: bunnei Date: Fri, 13 Nov 2015 22:52:20 -0500 Subject: renderer_opengl: Implement HW fragment lighting LUTs within our default UBO. --- src/video_core/renderer_opengl/gl_shader_gen.cpp | 7 +++++++ 1 file changed, 7 insertions(+) (limited to 'src/video_core/renderer_opengl/gl_shader_gen.cpp') diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp index 5bc588b0b..4e02671dd 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp @@ -324,6 +324,7 @@ std::string GenerateFragmentShader(const PicaShaderConfig& config) { #version 330 core #define NUM_TEV_STAGES 6 #define NUM_LIGHTS 8 +#define LIGHTING_LUT_SIZE 256 in vec4 primary_color; in vec2 texcoord[3]; @@ -345,6 +346,12 @@ layout (std140) uniform shader_data { float depth_offset; vec3 lighting_global_ambient; LightSrc light_src[NUM_LIGHTS]; + vec4 lighting_lut_0[LIGHTING_LUT_SIZE]; + vec4 lighting_lut_1[LIGHTING_LUT_SIZE]; + vec4 lighting_lut_2[LIGHTING_LUT_SIZE]; + vec4 lighting_lut_3[LIGHTING_LUT_SIZE]; + vec4 lighting_lut_4[LIGHTING_LUT_SIZE]; + vec4 lighting_lut_5[LIGHTING_LUT_SIZE]; }; uniform sampler2D tex[3]; -- cgit v1.2.3