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authorMichael Maltese <michaeljosephmaltese@gmail.com>2017-04-12 14:21:38 -0700
committerMichael Maltese <michaeljosephmaltese@gmail.com>2017-04-12 14:23:25 -0700
commit05b4d14bf026c083e4a2e7905d90dcf5797cd85a (patch)
tree63ac9010aea573f1d752b5cb74377d83d885418d /Source/Core/VideoCommon/TextureConversionShader.cpp
parent60d8ee4916c4ec1b4c188f77564f75a9538074f2 (diff)
TextureConversionShader: fix syntax error
Fixes a situation where the following invalid GLSL code is generated: ```glsl float3 texSample0 = texture(samp0, float3(uv0 + float2(0, 0) * sample_offset, 0.0)).rgb; float3 texSample0 = floor(float3 texSample0 * 63.0) / 63.0; float3 texSample1 = texture(samp0, float3(uv0 + float2(1, 0) * sample_offset, 0.0)).rgb; float3 texSample1 = floor(float3 texSample1 * 63.0) / 63.0; ```
Diffstat (limited to 'Source/Core/VideoCommon/TextureConversionShader.cpp')
-rw-r--r--Source/Core/VideoCommon/TextureConversionShader.cpp6
1 files changed, 4 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/TextureConversionShader.cpp b/Source/Core/VideoCommon/TextureConversionShader.cpp
index d22ade97c7..04dd4a3357 100644
--- a/Source/Core/VideoCommon/TextureConversionShader.cpp
+++ b/Source/Core/VideoCommon/TextureConversionShader.cpp
@@ -345,9 +345,11 @@ static void WriteIA4Encoder(char*& p, APIType ApiType, const EFBCopyFormat& form
static void WriteRGB565Encoder(char*& p, APIType ApiType, const EFBCopyFormat& format)
{
WriteSwizzler(p, GX_TF_RGB565, ApiType);
+ WRITE(p, " float3 texSample0;\n");
+ WRITE(p, " float3 texSample1;\n");
- WriteSampleColor(p, "rgb", "float3 texSample0", 0, ApiType, format, false);
- WriteSampleColor(p, "rgb", "float3 texSample1", 1, ApiType, format, false);
+ WriteSampleColor(p, "rgb", "texSample0", 0, ApiType, format, false);
+ WriteSampleColor(p, "rgb", "texSample1", 1, ApiType, format, false);
WRITE(p, " float2 texRs = float2(texSample0.r, texSample1.r);\n");
WRITE(p, " float2 texGs = float2(texSample0.g, texSample1.g);\n");
WRITE(p, " float2 texBs = float2(texSample0.b, texSample1.b);\n");