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Various AutoMapper render fixes
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@@ -91,7 +91,7 @@ CMapSurfaceShader::Initialize(boo::GLDataFactory::Context& ctx)
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const char* uniNames[] = {"MapSurfaceUniform"};
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s_Pipeline = ctx.newShaderPipeline(VS, FS, 0, nullptr, 1, uniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true,
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boo::Primitive::TriStrips, boo::ZTest::None, false, true,
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false, boo::CullMode::Backface);
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return new CMapSurfaceShaderGLDataBindingFactory;
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}
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@@ -113,7 +113,7 @@ CMapSurfaceShader::Initialize(boo::VulkanDataFactory::Context& ctx)
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s_VtxFmt = ctx.newVertexFormat(1, VtxVmt);
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s_Pipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
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boo::ZTest::LEqual, false, true, false, boo::CullMode::Backface);
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boo::ZTest::None, false, true, false, boo::CullMode::Backface);
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return new CMapSurfaceShaderVulkanDataBindingFactory;
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}
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@@ -72,7 +72,7 @@ CMapSurfaceShader::Initialize(boo::ID3DDataFactory::Context& ctx)
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s_VtxFmt = ctx.newVertexFormat(1, VtxVmt);
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s_Pipeline = ctx.newShaderPipeline(VS, FS, nullptr, nullptr, nullptr, s_VtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
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boo::ZTest::LEqual, false, true, false, boo::CullMode::Backface);
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boo::ZTest::None, false, true, false, boo::CullMode::Backface);
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return new CMapSurfaceShaderD3DDataBindingFactory;
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}
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@@ -76,7 +76,7 @@ CMapSurfaceShader::Initialize(boo::MetalDataFactory::Context& ctx)
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s_Pipeline = ctx.newShaderPipeline(VS, FS, nullptr, nullptr,
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s_VtxFmt, CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
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boo::ZTest::LEqual, false, true, false, boo::CullMode::Backface);
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boo::ZTest::None, false, true, false, boo::CullMode::Backface);
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return new CMapSurfaceShaderMetalDataBindingFactory;
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}
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@@ -33,10 +33,8 @@ void CXRayBlurFilter::draw(float amount)
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{
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CGraphics::ResolveSpareTexture(CGraphics::g_CroppedViewport);
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float blurL = amount * 0.0014f * 0.25f;
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float blurQ = amount * 0.0000525f * 0.25f;
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//float blurL = amount * g_tweakGui->GetXrayBlurScaleLinear() * 0.25f;
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//float blurQ = amount * g_tweakGui->GetXrayBlurScaleQuadratic() * 0.25f;
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float blurL = amount * g_tweakGui->GetXrayBlurScaleLinear() * 0.25f;
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float blurQ = amount * g_tweakGui->GetXrayBlurScaleQuadratic() * 0.25f;
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for (int i=0 ; i<4 ; ++i)
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{
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