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| author | Ryan Houdek <Sonicadvance1@gmail.com> | 2015-09-06 13:31:49 -0500 |
|---|---|---|
| committer | Ryan Houdek <Sonicadvance1@gmail.com> | 2015-09-06 13:31:49 -0500 |
| commit | d2ac382a146bfa64b0ce65a503c3651d0302a387 (patch) | |
| tree | 15bf8911646a19fa68eebfafd11574869e6a75e0 /Source/Core/VideoCommon/VertexShaderGen.cpp | |
| parent | c08a83a5aae41e7c8904295cfa62f932ea87ce02 (diff) | |
| parent | 1c0366993a582e76333ed18421e92424261901f2 (diff) | |
Merge pull request #2986 from degasus/master
VideoBackends: Reimplement SSAA, now for D3D + OGL
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/VertexShaderGen.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp index 6fe58bd422..63f80488e4 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/VertexShaderGen.cpp @@ -77,7 +77,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) { out.Write("out VertexData {\n"); - GenerateVSOutputMembers<T>(out, api_type, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "centroid" : "centroid out"); + GenerateVSOutputMembers<T>(out, api_type, GetInterpolationQualifier(api_type, false, true)); out.Write("} vs;\n"); } else @@ -87,17 +87,17 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ { if (i < xfmem.numTexGen.numTexGens) { - out.Write("centroid out float3 uv%d;\n", i); + out.Write("%s out float3 uv%d;\n", GetInterpolationQualifier(api_type), i); } } - out.Write("centroid out float4 clipPos;\n"); + out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(api_type)); if (g_ActiveConfig.bEnablePixelLighting) { - out.Write("centroid out float3 Normal;\n"); - out.Write("centroid out float3 WorldPos;\n"); + out.Write("%s out float3 Normal;\n", GetInterpolationQualifier(api_type)); + out.Write("%s out float3 WorldPos;\n", GetInterpolationQualifier(api_type)); } - out.Write("centroid out float4 colors_0;\n"); - out.Write("centroid out float4 colors_1;\n"); + out.Write("%s out float4 colors_0;\n", GetInterpolationQualifier(api_type)); + out.Write("%s out float4 colors_1;\n", GetInterpolationQualifier(api_type)); } out.Write("void main()\n{\n"); |
