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authorNeoBrainX <NeoBrainX@gmail.com>2011-08-31 20:46:03 +0200
committerNeoBrainX <NeoBrainX@gmail.com>2011-08-31 20:46:03 +0200
commitbcb8d11c1b9f0493a29b4bc4ecf40ee75594e9df (patch)
treebccc76fd37acbd32f142fc625f124bfe9a130b15 /Source/Core/VideoCommon
parent4137f287fd4d8778967bb8a82eafe5450687e2b7 (diff)
Reduced the number of redundant vertex shader compilations (possibly to zero).
That one was almost too easy ;P
Diffstat (limited to 'Source/Core/VideoCommon')
-rw-r--r--Source/Core/VideoCommon/Src/VertexShaderGen.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
index 747b95c0da..7a1d5eb555 100644
--- a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
+++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
@@ -37,7 +37,7 @@ void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components)
(xfregs.numChan.numColorChans << 27) |
(xfregs.dualTexTrans.enabled << 29);
- for (int i = 0; i < 2; ++i) {
+ for (int i = 0; i < xfregs.numChan.numColorChans; ++i) {
uid->values[1+i] = xfregs.color[i].enablelighting ?
(u32)xfregs.color[i].hex :
(u32)xfregs.color[i].matsource;