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Hardware transform: Clamp the specular coefficient to 0.0 before calling pow() #19489

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merged 1 commit into from
Sep 25, 2024

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Taking the power with negative coefs seems to have different effects on different backends. Let's avoid it.

Yes, the game does specify a negative cutoff cosine, which is mathematically a bit silly, unless we are using it wrong...

Fixes #19385

@hrydgard hrydgard added the GE emulation Backend-independent GPU issues label Sep 25, 2024
@hrydgard hrydgard added this to the v1.18.0 milestone Sep 25, 2024
@hrydgard hrydgard merged commit d49733f into master Sep 25, 2024
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@hrydgard hrydgard deleted the specular-math-fix branch September 25, 2024 19:12
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Syphon Filter: Remaining lighting problem (HW/SW transform difference)
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