|
|
|
@ -340,16 +340,17 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
|
|
|
|
|
|
|
|
|
|
diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);
|
|
|
|
|
|
|
|
|
|
return {Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255,
|
|
|
|
|
auto diffuse = Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255,
|
|
|
|
|
MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255,
|
|
|
|
|
MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255,
|
|
|
|
|
MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255)
|
|
|
|
|
.Cast<u8>(),
|
|
|
|
|
Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255,
|
|
|
|
|
.Cast<u8>();
|
|
|
|
|
auto specular = Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255,
|
|
|
|
|
MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255,
|
|
|
|
|
MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255,
|
|
|
|
|
MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255)
|
|
|
|
|
.Cast<u8>()};
|
|
|
|
|
.Cast<u8>();
|
|
|
|
|
return {diffuse, specular};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240));
|
|
|
|
|