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Implement CWorldShadow and texture clamp mode

This commit is contained in:
Jack Andersen
2017-09-30 18:26:46 -10:00
parent 484a4900a0
commit 30ae347420
38 changed files with 915 additions and 110 deletions

View File

@@ -25,7 +25,8 @@ enum EExtendedShader : uint8_t
SolidColorFrontfaceCullAlwaysAlphaOnly, // No Z-write or test
SolidColorBackfaceCullLEqualAlphaOnly,
SolidColorBackfaceCullGreaterAlphaOnly, // No Z-write
MorphBallShadow
MorphBallShadow,
WorldShadow
};
class CModelShaders
@@ -39,6 +40,7 @@ class CModelShaders
static hecl::Runtime::ShaderCacheExtensions GetShaderExtensionsMetal(boo::IGraphicsDataFactory::Platform plat);
static const hecl::Backend::TextureInfo ThermalTextures[];
static const hecl::Backend::TextureInfo BallFadeTextures[];
static const hecl::Backend::TextureInfo WorldShadowTextures[];
public:
struct Light
{