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-rw-r--r--src/video_core/swrasterizer/lighting.cpp11
1 files changed, 11 insertions, 0 deletions
diff --git a/src/video_core/swrasterizer/lighting.cpp b/src/video_core/swrasterizer/lighting.cpp
index 4f16bac07..b38964530 100644
--- a/src/video_core/swrasterizer/lighting.cpp
+++ b/src/video_core/swrasterizer/lighting.cpp
@@ -52,6 +52,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
// Use the normalized the quaternion when performing the rotation
auto normal = Math::QuaternionRotate(normquat, surface_normal);
+ auto tangent = Math::QuaternionRotate(normquat, surface_tangent);
Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f};
Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f};
@@ -120,6 +121,16 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
result = Math::Dot(light_vector, spot_dir.Cast<float>() / 2047.0f);
break;
}
+ case LightingRegs::LightingLutInput::CP:
+ if (lighting.config0.config == LightingRegs::LightingConfig::Config7) {
+ const Math::Vec3<float> norm_half_vector = half_vector.Normalized();
+ const Math::Vec3<float> half_vector_proj =
+ norm_half_vector - normal * Math::Dot(normal, norm_half_vector);
+ result = Math::Dot(half_vector_proj, tangent);
+ } else {
+ result = 0.0f;
+ }
+ break;
default:
LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input));
UNIMPLEMENTED();