diff options
| author | NeoBrainX <NeoBrainX@gmail.com> | 2013-06-29 22:54:19 +0200 |
|---|---|---|
| committer | NeoBrainX <NeoBrainX@gmail.com> | 2013-06-29 23:01:42 +0200 |
| commit | f524312fd17e62cbc761bb01953c67763fc9242b (patch) | |
| tree | 9691c7a7730c03e3ca315ab019e54bea01d3ab76 /Source/Core/VideoCommon | |
| parent | 1083d78721e896f55d816aab686c49735d235fd8 (diff) | |
VertexShaderGen: Fix a potential bug where vertex shader uids don't change when pixel lighting is toggled.
Diffstat (limited to 'Source/Core/VideoCommon')
| -rw-r--r-- | Source/Core/VideoCommon/Src/VertexShaderGen.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp index 81d45cd6ad..4296f42930 100644 --- a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp @@ -279,8 +279,8 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type) out.Write("o.colors_0 = float4(1.0f, 1.0f, 1.0f, 1.0f);\n"); } - // TODO: This probably isn't necessary if pixel lighting is enabled. - GenerateLightingShader<T>(out, uid_data.lighting, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_"); + if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) + GenerateLightingShader<T>(out, uid_data.lighting, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_"); if (xfregs.numChan.numColorChans < 2) { |
