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authorStenzek <stenzek@gmail.com>2017-07-27 01:01:25 +1000
committerStenzek <stenzek@gmail.com>2017-07-30 17:43:59 +1000
commite17efb1d8dcff32e7db915a53dc95df0bf329692 (patch)
treee39e9429a7e7ce27d544ff1e302c3d8b6dca7eb1 /Source/Core/VideoBackends
parent25338c53e0275c6911a504d4e3e56c172860eb31 (diff)
ShaderGen: Use consistent variable names for texture coordinates
Diffstat (limited to 'Source/Core/VideoBackends')
-rw-r--r--Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp6
-rw-r--r--Source/Core/VideoBackends/OGL/RasterFont.cpp4
2 files changed, 5 insertions, 5 deletions
diff --git a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
index e26fae7d4b..6cdc240ce6 100644
--- a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
+++ b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
@@ -143,8 +143,8 @@ void SHADER::SetProgramBindings(bool is_compute)
glBindAttribLocation(glprogid, SHADER_POSMTX_ATTRIB, "posmtx");
- glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "color0");
- glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "color1");
+ glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "rawcolor0");
+ glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "rawcolor1");
glBindAttribLocation(glprogid, SHADER_NORM0_ATTRIB, "rawnorm0");
glBindAttribLocation(glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
@@ -153,7 +153,7 @@ void SHADER::SetProgramBindings(bool is_compute)
for (int i = 0; i < 8; i++)
{
- std::string attrib_name = StringFromFormat("tex%d", i);
+ std::string attrib_name = StringFromFormat("rawtex%d", i);
glBindAttribLocation(glprogid, SHADER_TEXTURE0_ATTRIB + i, attrib_name.c_str());
}
}
diff --git a/Source/Core/VideoBackends/OGL/RasterFont.cpp b/Source/Core/VideoBackends/OGL/RasterFont.cpp
index 61cae75e11..9ab8647ce9 100644
--- a/Source/Core/VideoBackends/OGL/RasterFont.cpp
+++ b/Source/Core/VideoBackends/OGL/RasterFont.cpp
@@ -119,11 +119,11 @@ static const u8 rasters[CHARACTER_COUNT][CHARACTER_HEIGHT] = {
static const char* s_vertexShaderSrc = "uniform vec2 charSize;\n"
"uniform vec2 offset;"
"in vec2 rawpos;\n"
- "in vec2 tex0;\n"
+ "in vec2 rawtex0;\n"
"out vec2 uv0;\n"
"void main(void) {\n"
" gl_Position = vec4(rawpos + offset,0,1);\n"
- " uv0 = tex0 * charSize;\n"
+ " uv0 = rawtex0 * charSize;\n"
"}\n";
static const char* s_fragmentShaderSrc = "SAMPLER_BINDING(8) uniform sampler2D samp8;\n"