@ -251,16 +251,12 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
lighting . lut_scale . fr , LightingRegs : : LightingSampler : : Fresnel ) ;
// Enabled for diffuse lighting alpha component
if ( lighting . config0 . fresnel_selector = =
LightingRegs : : LightingFresnelSelector : : PrimaryAlpha | |
lighting . config0 . fresnel_selector = = LightingRegs : : LightingFresnelSelector : : Both ) {
if ( lighting . config0 . enable_primary_alpha ) {
diffuse_sum . a ( ) = lut_value ;
}
// Enabled for the specular lighting alpha component
if ( lighting . config0 . fresnel_selector = =
LightingRegs : : LightingFresnelSelector : : SecondaryAlpha | |
lighting . config0 . fresnel_selector = = LightingRegs : : LightingFresnelSelector : : Both ) {
if ( lighting . config0 . enable_secondary_alpha ) {
specular_sum . a ( ) = lut_value ;
}
}
@ -308,16 +304,12 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
if ( lighting . config0 . shadow_alpha ) {
// Alpha shadow also uses the Fresnel selecotr to determine which alpha to apply
// Enabled for diffuse lighting alpha component
if ( lighting . config0 . fresnel_selector = =
LightingRegs : : LightingFresnelSelector : : PrimaryAlpha | |
lighting . config0 . fresnel_selector = = LightingRegs : : LightingFresnelSelector : : Both ) {
if ( lighting . config0 . enable_primary_alpha ) {
diffuse_sum . a ( ) * = shadow . w ;
}
// Enabled for the specular lighting alpha component
if ( lighting . config0 . fresnel_selector = =
LightingRegs : : LightingFresnelSelector : : SecondaryAlpha | |
lighting . config0 . fresnel_selector = = LightingRegs : : LightingFresnelSelector : : Both ) {
if ( lighting . config0 . enable_secondary_alpha ) {
specular_sum . a ( ) * = shadow . w ;
}
}