diff options
| author | Ryan Houdek <Sonicadvance1@gmail.com> | 2011-12-08 03:20:31 -0600 |
|---|---|---|
| committer | Ryan Houdek <Sonicadvance1@gmail.com> | 2011-12-08 03:20:31 -0600 |
| commit | cecc3c3873c6aaabea514b3a5eff380e5a32856f (patch) | |
| tree | 30b8de4c172ee25353e188e0e238d49d28ea67f8 /Source/Core/VideoCommon/Src/VertexShaderGen.cpp | |
| parent | 1201988fe4e94720f32f2165ee03d5debf957cd7 (diff) | |
Bit of cleanup. Clean up my massive hack in the ShaderManagerFiles. Almost feature parity with Nvidia CG now I think. Just need to do Alpha test with Dual source blending now.
Diffstat (limited to 'Source/Core/VideoCommon/Src/VertexShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/Src/VertexShaderGen.cpp | 12 |
1 files changed, 9 insertions, 3 deletions
diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp index 78feff6541..2aceb5cda7 100644 --- a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp @@ -195,9 +195,15 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType) WRITE(p, "#extension GL_ARB_shading_language_420pack : enable\n"); if (g_ActiveConfig.backend_info.bSupportsGLSLLocation) WRITE(p, "#extension GL_ARB_separate_shader_objects : enable\n"); + WRITE(p, "#define ATTRIN in\n"); + WRITE(p, "#define ATTROUT out\n"); } else + { WRITE(p, "#version 120\n"); + WRITE(p, "#define ATTRIN attribute\n"); + WRITE(p, "#define ATTROUT attribute\n"); + } // Silly differences WRITE(p, "#define float2 vec2\n"); WRITE(p, "#define float3 vec3\n"); @@ -227,11 +233,11 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType) WRITE(p, " float3 rawnorm0 = gl_Normal; // NORMAL0,\n"); if (components & VB_HAS_POSMTXIDX) - WRITE(p, "attribute float fposmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB); + WRITE(p, "ATTRIN float fposmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB); if (components & VB_HAS_NRM1) - WRITE(p, "attribute float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB); + WRITE(p, "ATTRIN float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB); if (components & VB_HAS_NRM2) - WRITE(p, "attribute float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB); + WRITE(p, "ATTRIN float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB); if (components & VB_HAS_COL0) WRITE(p, " float4 color0 = gl_Color; // COLOR0,\n"); |
