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authorRyan Houdek <Sonicadvance1@gmail.com>2011-12-10 08:07:13 -0600
committerSonicadvance1 <sonicadvance1@RH-Live.(none)>2012-10-09 23:41:05 -0500
commitd4a80ca3ecb595f849f4b7baebb491fa1fbc915d (patch)
tree715d3dd7fae32cf3896da8b6066a95586c73ef82 /Source/Core/VideoCommon/Src/VertexShaderManager.cpp
parent1f75ee49bf3003b10a41d93c0848573b38a7b440 (diff)
yay, UBOs work 100% now.
Diffstat (limited to 'Source/Core/VideoCommon/Src/VertexShaderManager.cpp')
-rw-r--r--Source/Core/VideoCommon/Src/VertexShaderManager.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/Src/VertexShaderManager.cpp b/Source/Core/VideoCommon/Src/VertexShaderManager.cpp
index 866674e853..5d62686ac9 100644
--- a/Source/Core/VideoCommon/Src/VertexShaderManager.cpp
+++ b/Source/Core/VideoCommon/Src/VertexShaderManager.cpp
@@ -184,7 +184,7 @@ void VertexShaderManager::Dirty()
// TODO: A cleaner way to control the matricies without making a mess in the parameters field
void VertexShaderManager::SetConstants()
{
- //if (g_ActiveConfig.bUseGLSL && !g_ActiveConfig.backend_info.bSupportsGLSLUBO)
+ if (g_ActiveConfig.bUseGLSL && !g_ActiveConfig.backend_info.bSupportsGLSLUBO)
Dirty();
if (nTransformMatricesChanged[0] >= 0)
{