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authorMarkus Wick <markus@selfnet.de>2015-06-18 20:33:28 +0200
committerMarkus Wick <markus@selfnet.de>2015-06-18 20:33:28 +0200
commitf75b1024aa98fb727d7d08408f65f97fea6731f3 (patch)
treee050e83554fbf06b8d612d8180783568ac19bcb6 /Source/Core
parent156fb82117bfb42860a99828254a52ce6f14fd1c (diff)
parentdd2183dbb5aed005c83bf913cc2f14882f9c446b (diff)
Merge pull request #2623 from degasus/master
Revert "GeometryShaderGen: Don't use `centroid in` for input variables."
Diffstat (limited to 'Source/Core')
-rw-r--r--Source/Core/VideoCommon/GeometryShaderGen.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp
index 5a590f1793..5ec98b3813 100644
--- a/Source/Core/VideoCommon/GeometryShaderGen.cpp
+++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp
@@ -94,7 +94,7 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
out.Write("#define InstanceID gl_InvocationID\n");
out.Write("in VertexData {\n");
- GenerateVSOutputMembers<T>(out, ApiType);
+ GenerateVSOutputMembers<T>(out, ApiType, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "centroid" : "centroid in");
out.Write("} vs[%d];\n", vertex_in);
out.Write("out VertexData {\n");