Fix for brightly glowing teeth

This commit is contained in:
Peter Covington 2022-04-20 16:58:45 -04:00
parent f8a8d49be7
commit 655212ee62

View File

@ -222,7 +222,10 @@ BEGIN_VS_SHADER( SDK_Teeth_DX9, "Help for SDK_Teeth_DX9" )
float vEyePos_SpecExponent[4];
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
vEyePos_SpecExponent[3] = 0.0f;
if (g_pHardwareConfig->HasFastVertexTextures() || g_pHardwareConfig->SupportsPixelShaders_2_b())
vEyePos_SpecExponent[3] = params[PHONGEXPONENT]->GetFloatValue();
else
vEyePos_SpecExponent[3] = 0.0f;
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
if ( hasBump )
@ -244,11 +247,6 @@ BEGIN_VS_SHADER( SDK_Teeth_DX9, "Help for SDK_Teeth_DX9" )
// ps_2_b version which does Phong
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
Vector4D vSpecExponent;
vSpecExponent[3] = params[PHONGEXPONENT]->GetFloatValue();
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 );
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
@ -278,10 +276,6 @@ BEGIN_VS_SHADER( SDK_Teeth_DX9, "Help for SDK_Teeth_DX9" )
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( sdk_teeth_bump_vs30 );
Vector4D vSpecExponent;
vSpecExponent[3] = params[PHONGEXPONENT]->GetFloatValue();
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 );
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps30 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );