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authordegasus <wickmarkus@web.de>2016-09-28 23:31:10 +0200
committerdegasus <wickmarkus@web.de>2016-10-04 10:13:46 +0200
commit083be0832fb590e131b0d6e6dbbe6ec1fba15fa9 (patch)
treefa650f29a4bc265ffcc26eb843480b8d3b10b2f7 /Source/Core/VideoCommon/VertexShaderGen.cpp
parent829fc8f0adeaf82d78b695208b24015456d8e52b (diff)
LightingShader: Drop xfmem usage.
Our shaders must only depend on the UID, not on any global state.
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/VertexShaderGen.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp
index 7725331193..11a9e40de0 100644
--- a/Source/Core/VideoCommon/VertexShaderGen.cpp
+++ b/Source/Core/VideoCommon/VertexShaderGen.cpp
@@ -250,7 +250,8 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
}
- GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, "color", "o.colors_");
+ GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, uid_data->numColorChans,
+ "color", "o.colors_");
if (uid_data->numColorChans < 2)
{