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| author | Ryan Houdek <Sonicadvance1@gmail.com> | 2014-04-22 15:48:26 -0500 |
|---|---|---|
| committer | Ryan Houdek <Sonicadvance1@gmail.com> | 2014-04-22 15:48:26 -0500 |
| commit | fd37a768a6fe072eb6de348aef6dd00db38afd85 (patch) | |
| tree | 9ebfb3d50c3d7900592fb8eeabe578d6868852e0 /Source/Core/VideoCommon | |
| parent | 4186eaf3eda4b93e93f3675b4fa9dda5542871d5 (diff) | |
Fix texture conversion shaders for GLSL ES.
Noticed this while messing with EFB to RAM.
We were having an implicit conversion from integer to float, GLSL ES doesn't allow implicit conversion.
Changes it to a explicit conversion to float.
Diffstat (limited to 'Source/Core/VideoCommon')
| -rw-r--r-- | Source/Core/VideoCommon/TextureConversionShader.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/TextureConversionShader.cpp b/Source/Core/VideoCommon/TextureConversionShader.cpp index 0bcf0b9d0d..fc9d33635a 100644 --- a/Source/Core/VideoCommon/TextureConversionShader.cpp +++ b/Source/Core/VideoCommon/TextureConversionShader.cpp @@ -115,7 +115,7 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType) WRITE(p, " uv0.y = 1.0-uv0.y;\n"); } - WRITE(p, " float sample_offset = position.w / float(%d);\n", EFB_WIDTH); + WRITE(p, " float sample_offset = float(position.w) / float(%d);\n", EFB_WIDTH); } void WriteSampleColor(char*& p, const char* colorComp, const char* dest, int xoffset, API_TYPE ApiType) |
