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https://github.com/sal063/AC6_recomp
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2c7ee7ea68
The sun lens-flare draw (VS ADF9AFC4C10921B9 emits two billboards: V0-V3 = the visible glow quad, V4-V7 = a malformed quad that mis-renders in the emulator as a faint bright rectangle in the sky (the "square"). Cull it in the vertex shader using the translator's existing kill-vertex mechanism: in CompleteVertexOrDomainShader, for this ucode hash (plain host VS only), vertices with SV_VertexID >= ac6_flare_drop_index_min (default 4) get a NaN output position, so the rasterizer discards the primitive. The real glow (V0-V3) is untouched. cvars: ac6_flare_drop_quad2 (bool, default true), ac6_flare_drop_index_min (int32, default 4). Baked at shader translation.