Simplify color clamping in vertex shader generator

This commit is contained in:
Henrik Rydgård committed 2026-07-13 12:42:46 +02:00
1 parent 1833b51b98
commit 3de35305cd
1 file changed
+1 -1
+1 -1
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@@ -903,7 +903,7 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
if (specularIsZero) {
WRITE(p, " %sv_color0 = clamp(lightSum0, 0.0, 1.0);\n", compat.vsOutPrefix);
} else {
WRITE(p, " %sv_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);\n", compat.vsOutPrefix);
WRITE(p, " %sv_color0 = clamp(vec4(lightSum0.rgb + lightSum1, lightSum0.a), 0.0, 1.0);\n", compat.vsOutPrefix);
}
}
} else {