mirror of
https://github.com/PabloMK7/citra.git
synced 2024-12-01 19:59:38 +00:00
SwRasterizer/Lighting: move quaternion normalization to the caller
This commit is contained in:
parent
4feff63ffa
commit
c59ed47608
1 changed files with 3 additions and 3 deletions
|
@ -141,7 +141,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
|
|||
}
|
||||
|
||||
// Use the normalized the quaternion when performing the rotation
|
||||
auto normal = Math::QuaternionRotate(normquat.Normalized(), surface_normal);
|
||||
auto normal = Math::QuaternionRotate(normquat, surface_normal);
|
||||
|
||||
Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f};
|
||||
Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f};
|
||||
|
@ -664,12 +664,12 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
|
|||
Math::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0};
|
||||
|
||||
if (!g_state.regs.lighting.disable) {
|
||||
Math::Quaternion<float> normquat{
|
||||
Math::Quaternion<float> normquat = Math::Quaternion<float>{
|
||||
{GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
|
||||
GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
|
||||
GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()},
|
||||
GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(),
|
||||
};
|
||||
}.Normalized();
|
||||
|
||||
Math::Vec3<float> view{
|
||||
GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(),
|
||||
|
|
Loading…
Reference in a new issue