irrlicht/source/Irrlicht/burning_shader_color_fraq.h
engineer_apple 86dd0cde26 - BurningVideo: 0.50
- 10 year anniversary update
  - Lighting model reworked. moved to eyespace like openGL. [Specular Highlights, Fog, Sphere/Reflection Map] 
  - increased internal s4DVertex to support 4 Textures and 4 Colors [switchable]
  - Textures are handled as sRGB during Mipmap Generation. More accurate, less visual disruption
  - 2D is drawn as 3D like hardware drivers. [switchable]. enables viewport scaling, material2D
  - Texture Spatial Resolution Limiting working. [lower memory consumption,SOFTWARE_DRIVER_2_TEXTURE_MAXSIZE]
  - SuperTuxKart 8.0.1 playable


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6086 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-02-22 20:48:12 +00:00

25 lines
477 B
C

// pixelshader
#ifdef IPOL_C0
#ifdef IPOL_A0
vec4_to_fix(a0, r0, g0, b0, line.c[0][0], inversew);
if (a0 > AlphaRef)
{
color_to_fix(r1, g1, b1, dst[i]);
fix_color_norm(a0);
r0 = r1 + imulFix(a0, r0 - r1);
g0 = g1 + imulFix(a0, g0 - g1);
b0 = b1 + imulFix(a0, b0 - b1);
dst[i] = fix_to_sample(r0, g0, b0);
}
#else
vec4_to_fix(r0, g0, b0, line.c[0][0], inversew);
dst[i] = fix_to_sample(r0, g0, b0);
#endif
#else
dst[i] = PrimitiveColor;
#endif