From 3239e27e8434621a1767a0a598d3d0293cd85c64 Mon Sep 17 00:00:00 2001 From: The Dax Date: Tue, 17 Feb 2015 02:17:24 -0500 Subject: [PATCH] Update GE_TEXMAP_ENVIRONMENT_MAP in Direct3D9 so it matches OpenGL's behaviour. Improves the car colours in Outrun 2006, but like OpenGL, it's still got some areas with the wrong blue hue. --- GPU/Directx9/VertexShaderGeneratorDX9.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/GPU/Directx9/VertexShaderGeneratorDX9.cpp b/GPU/Directx9/VertexShaderGeneratorDX9.cpp index 7cd83343a3..fe92f7c2d3 100644 --- a/GPU/Directx9/VertexShaderGeneratorDX9.cpp +++ b/GPU/Directx9/VertexShaderGeneratorDX9.cpp @@ -571,7 +571,7 @@ void GenerateVertexShaderDX9(int prim, char *buffer, bool useHWTransform) { break; case GE_TEXMAP_ENVIRONMENT_MAP: // Shade mapping - use dots from light sources. - WRITE(p, " Out.v_texcoord.xy = u_uvscaleoffset.xy * float2(1.0 + dot(normalize(u_lightpos%i), worldnormal), 1.0 - dot(normalize(u_lightpos%i), worldnormal)) * 0.5;\n", gstate.getUVLS0(), gstate.getUVLS1()); + WRITE(p, " Out.v_texcoord.xy = u_uvscaleoffset.xy * float2(1.0 + dot(normalize(u_lightpos%i), worldnormal), 1.0 + dot(normalize(u_lightpos%i), worldnormal)) * 0.5;\n", gstate.getUVLS0(), gstate.getUVLS1()); break; default: