Avoid overflows
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@ -340,9 +340,9 @@ GL_FORCE_INLINE void _glLightVertexDirectional(uint8_t* final, int8_t lid, float
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F += (LdotN * MATERIAL.diffuse[X] * LIGHTS[lid].diffuse[X]); \
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F += (LdotN * MATERIAL.diffuse[X] * LIGHTS[lid].diffuse[X]); \
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if(MATERIAL.exponent) \
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if(MATERIAL.exponent) \
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F += FPOW(FI * NdotH, MATERIAL.exponent) * MATERIAL.specular[X] * LIGHTS[lid].specular[X]; \
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F += FPOW(FI * NdotH, MATERIAL.exponent) * MATERIAL.specular[X] * LIGHTS[lid].specular[X]; \
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FO = (uint8_t) (F * 255.0f); \
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FO = (uint8_t) (_MIN(F * 255.0f, 255.0f)); \
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\
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\
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final[T] += _MIN(FO, final[T] - FO); \
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final[T] += _MIN(FO, 255 - final[T]); \
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_PROCESS_COMPONENT(R8IDX, 0);
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_PROCESS_COMPONENT(R8IDX, 0);
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_PROCESS_COMPONENT(G8IDX, 1);
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_PROCESS_COMPONENT(G8IDX, 1);
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@ -361,9 +361,9 @@ GL_FORCE_INLINE void _glLightVertexPoint(uint8_t* final, int8_t lid, float LdotN
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F += (LdotN * MATERIAL.diffuse[X] * LIGHTS[lid].diffuse[X]); \
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F += (LdotN * MATERIAL.diffuse[X] * LIGHTS[lid].diffuse[X]); \
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if(MATERIAL.exponent) \
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if(MATERIAL.exponent) \
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F += FPOW(FI * NdotH, MATERIAL.exponent) * MATERIAL.specular[X] * LIGHTS[lid].specular[X]; \
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F += FPOW(FI * NdotH, MATERIAL.exponent) * MATERIAL.specular[X] * LIGHTS[lid].specular[X]; \
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FO = (uint8_t) (F * att * 255.0f); \
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FO = (uint8_t) (_MIN(F * att * 255.0f, 255.0f)); \
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\
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\
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final[T] += _MIN(FO, final[T] - FO); \
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final[T] += _MIN(FO, 255 - final[T]); \
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_PROCESS_COMPONENT(R8IDX, 0);
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_PROCESS_COMPONENT(R8IDX, 0);
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_PROCESS_COMPONENT(G8IDX, 1);
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_PROCESS_COMPONENT(G8IDX, 1);
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