Pica: Use zero for the SecondaryFragmentColor source.
- This is a workaround until we support fragment lighting.
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3 changed files with 21 additions and 11 deletions
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@ -402,11 +402,16 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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auto GetSource = [&](Source source) -> Math::Vec4<u8> {
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switch (source) {
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// TODO: What's the difference between these two?
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case Source::PrimaryColor:
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// HACK: Until we implement fragment lighting, use primary_color
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case Source::PrimaryFragmentColor:
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return primary_color;
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// HACK: Until we implement fragment lighting, use zero
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case Source::SecondaryFragmentColor:
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return {0, 0, 0, 0};
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case Source::Texture0:
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return texture_color[0];
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