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Pica: Use zero for the SecondaryFragmentColor source.
- This is a workaround until we support fragment lighting.
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@ -240,6 +240,7 @@ struct Regs {
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enum class Source : u32 {
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PrimaryColor = 0x0,
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PrimaryFragmentColor = 0x1,
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SecondaryFragmentColor = 0x2,
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Texture0 = 0x3,
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Texture1 = 0x4,
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@ -402,11 +402,16 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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auto GetSource = [&](Source source) -> Math::Vec4<u8> {
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switch (source) {
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// TODO: What's the difference between these two?
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case Source::PrimaryColor:
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// HACK: Until we implement fragment lighting, use primary_color
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case Source::PrimaryFragmentColor:
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return primary_color;
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// HACK: Until we implement fragment lighting, use zero
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case Source::SecondaryFragmentColor:
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return {0, 0, 0, 0};
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case Source::Texture0:
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return texture_color[0];
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@ -71,6 +71,7 @@ const char g_fragment_shader_hw[] = R"(
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#define SOURCE_PRIMARYCOLOR 0x0
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#define SOURCE_PRIMARYFRAGMENTCOLOR 0x1
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#define SOURCE_SECONDARYFRAGMENTCOLOR 0x2
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#define SOURCE_TEXTURE0 0x3
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#define SOURCE_TEXTURE1 0x4
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#define SOURCE_TEXTURE2 0x5
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@ -151,8 +152,11 @@ vec4 GetSource(int source) {
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if (source == SOURCE_PRIMARYCOLOR) {
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return o[2];
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} else if (source == SOURCE_PRIMARYFRAGMENTCOLOR) {
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// HACK: Uses color value, but should really use fragment lighting output
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// HACK: Until we implement fragment lighting, use primary_color
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return o[2];
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} else if (source == SOURCE_SECONDARYFRAGMENTCOLOR) {
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// HACK: Until we implement fragment lighting, use zero
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return vec4(0.0, 0.0, 0.0, 0.0);
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} else if (source == SOURCE_TEXTURE0) {
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return texture(tex[0], o[3].xy);
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} else if (source == SOURCE_TEXTURE1) {
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