diff --git a/GPU/Directx9/VertexShaderGeneratorDX9.cpp b/GPU/Directx9/VertexShaderGeneratorDX9.cpp index 406816031e5c..a0f29a985f7d 100644 --- a/GPU/Directx9/VertexShaderGeneratorDX9.cpp +++ b/GPU/Directx9/VertexShaderGeneratorDX9.cpp @@ -586,7 +586,7 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage if (poweredDiffuse) { // pow(0.0, 0.0) may be undefined, but the PSP seems to treat it as 1.0. // Seen in Tales of the World: Radiant Mythology (#2424.) - WRITE(p, " if (u_matspecular.a == 0.0) {\n"); + WRITE(p, " if (u_matspecular.a <= 0.0) {\n"); WRITE(p, " ldot = 1.0;\n"); WRITE(p, " } else {\n"); WRITE(p, " ldot = pow(max(ldot, 0.0), u_matspecular.a);\n"); @@ -607,7 +607,7 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage case GE_LIGHTTYPE_UNKNOWN: WRITE(p, " angle = length(u_lightdir%i) == 0.0 ? 0.0 : dot(normalize(u_lightdir%i), toLight);\n", i, i); WRITE(p, " if (angle >= u_lightangle_spotCoef%i.x) {\n", i); - WRITE(p, " lightScale = clamp(1.0 / dot(u_lightatt%i, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef%i.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef%i.y));\n", i, i, i); + WRITE(p, " lightScale = clamp(1.0 / dot(u_lightatt%i, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef%i.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef%i.y));\n", i, i, i); WRITE(p, " } else {\n"); WRITE(p, " lightScale = 0.0;\n"); WRITE(p, " }\n"); @@ -621,7 +621,7 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage if (doSpecular) { WRITE(p, " if (ldot >= 0.0) {\n"); WRITE(p, " ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);\n"); - WRITE(p, " if (u_matspecular.a == 0.0) {\n"); + WRITE(p, " if (u_matspecular.a <= 0.0) {\n"); WRITE(p, " ldot = 1.0;\n"); WRITE(p, " } else {\n"); WRITE(p, " ldot = pow(max(ldot, 0.0), u_matspecular.a);\n"); diff --git a/GPU/GLES/VertexShaderGeneratorGLES.cpp b/GPU/GLES/VertexShaderGeneratorGLES.cpp index 3bbec79002f5..b2e57be7bfa7 100644 --- a/GPU/GLES/VertexShaderGeneratorGLES.cpp +++ b/GPU/GLES/VertexShaderGeneratorGLES.cpp @@ -680,7 +680,7 @@ void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask, if (poweredDiffuse) { // pow(0.0, 0.0) may be undefined, but the PSP seems to treat it as 1.0. // Seen in Tales of the World: Radiant Mythology (#2424.) - WRITE(p, " if (u_matspecular.a == 0.0) {\n"); + WRITE(p, " if (u_matspecular.a <= 0.0) {\n"); WRITE(p, " ldot = 1.0;\n"); WRITE(p, " } else {\n"); WRITE(p, " ldot = pow(max(ldot, 0.0), u_matspecular.a);\n"); @@ -701,7 +701,7 @@ void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask, case GE_LIGHTTYPE_UNKNOWN: WRITE(p, " angle = length(u_lightdir%i) == 0.0 ? 0.0 : dot(normalize(u_lightdir%i), toLight);\n", i, i); WRITE(p, " if (angle >= u_lightangle_spotCoef%i.x) {\n", i); - WRITE(p, " lightScale = clamp(1.0 / dot(u_lightatt%i, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef%i.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef%i.y));\n", i, i, i); + WRITE(p, " lightScale = clamp(1.0 / dot(u_lightatt%i, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef%i.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef%i.y));\n", i, i, i); WRITE(p, " } else {\n"); WRITE(p, " lightScale = 0.0;\n"); WRITE(p, " }\n"); @@ -715,7 +715,7 @@ void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask, if (doSpecular) { WRITE(p, " if (ldot >= 0.0) {\n"); WRITE(p, " ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);\n"); - WRITE(p, " if (u_matspecular.a == 0.0) {\n"); + WRITE(p, " if (u_matspecular.a <= 0.0) {\n"); WRITE(p, " ldot = 1.0;\n"); WRITE(p, " } else {\n"); WRITE(p, " ldot = pow(max(ldot, 0.0), u_matspecular.a);\n"); diff --git a/GPU/Software/Lighting.cpp b/GPU/Software/Lighting.cpp index 5246d9124d0c..4bc4fe157695 100644 --- a/GPU/Software/Lighting.cpp +++ b/GPU/Software/Lighting.cpp @@ -26,7 +26,7 @@ static inline Vec3f GetLightVec(u32 lparams[12], int light) { } static inline float pspLightPow(float v, float e) { - if (e == 0.0f) { + if (e <= 0.0f) { return 1.0f; } if (v > 0.0f) { diff --git a/GPU/Vulkan/VertexShaderGeneratorVulkan.cpp b/GPU/Vulkan/VertexShaderGeneratorVulkan.cpp index 696416201a1f..b63bac2c1d26 100644 --- a/GPU/Vulkan/VertexShaderGeneratorVulkan.cpp +++ b/GPU/Vulkan/VertexShaderGeneratorVulkan.cpp @@ -464,7 +464,7 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) { if (poweredDiffuse) { // pow(0.0, 0.0) may be undefined, but the PSP seems to treat it as 1.0. // Seen in Tales of the World: Radiant Mythology (#2424.) - WRITE(p, " if (light.matspecular.a == 0.0) {\n"); + WRITE(p, " if (light.matspecular.a <= 0.0) {\n"); WRITE(p, " dot%i = 1.0;\n", i); WRITE(p, " } else {\n"); WRITE(p, " dot%i = pow(max(dot%i, 0.0), light.matspecular.a);\n", i, i); @@ -485,7 +485,7 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) { case GE_LIGHTTYPE_UNKNOWN: WRITE(p, " float angle%i = length(light.dir[%i]) == 0.0 ? 0.0 : dot(normalize(light.dir[%i]), toLight);\n", i, i, i); WRITE(p, " if (angle%i >= light.angle_spotCoef[%i].x) {\n", i, i); - WRITE(p, " lightScale = clamp(1.0 / dot(light.att[%i], vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (light.angle_spotCoef[%i].y == 0.0 ? 1.0 : pow(angle%i, light.angle_spotCoef[%i].y));\n", i, i, i, i); + WRITE(p, " lightScale = clamp(1.0 / dot(light.att[%i], vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (light.angle_spotCoef[%i].y <= 0.0 ? 1.0 : pow(angle%i, light.angle_spotCoef[%i].y));\n", i, i, i, i); WRITE(p, " } else {\n"); WRITE(p, " lightScale = 0.0;\n"); WRITE(p, " }\n"); @@ -499,7 +499,7 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) { if (doSpecular) { WRITE(p, " if (dot%i >= 0.0) {\n", i); WRITE(p, " dot%i = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);\n", i); - WRITE(p, " if (light.matspecular.a == 0.0) {\n"); + WRITE(p, " if (light.matspecular.a <= 0.0) {\n"); WRITE(p, " dot%i = 1.0;\n", i); WRITE(p, " } else {\n"); WRITE(p, " dot%i = pow(max(dot%i, 0.0), light.matspecular.a);\n", i, i);