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path: root/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
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Diffstat (limited to 'Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp17
1 files changed, 9 insertions, 8 deletions
diff --git a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
index 31138c734f..22a917c8c5 100644
--- a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
+++ b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
@@ -133,23 +133,24 @@ void SHADER::SetProgramBindings(bool is_compute)
glBindFragDataLocationIndexed(glprogid, 0, 1, "ocol1");
}
// Need to set some attribute locations
- glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");
+ glBindAttribLocation(glprogid, static_cast<GLuint>(ShaderAttrib::Position), "rawpos");
- glBindAttribLocation(glprogid, SHADER_POSMTX_ATTRIB, "posmtx");
+ glBindAttribLocation(glprogid, static_cast<GLuint>(ShaderAttrib::PositionMatrix), "posmtx");
- glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "rawcolor0");
- glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "rawcolor1");
+ glBindAttribLocation(glprogid, static_cast<GLuint>(ShaderAttrib::Color0), "rawcolor0");
+ glBindAttribLocation(glprogid, static_cast<GLuint>(ShaderAttrib::Color1), "rawcolor1");
- glBindAttribLocation(glprogid, SHADER_NORMAL_ATTRIB, "rawnormal");
- glBindAttribLocation(glprogid, SHADER_TANGENT_ATTRIB, "rawtangent");
- glBindAttribLocation(glprogid, SHADER_BINORMAL_ATTRIB, "rawbinormal");
+ glBindAttribLocation(glprogid, static_cast<GLuint>(ShaderAttrib::Normal), "rawnormal");
+ glBindAttribLocation(glprogid, static_cast<GLuint>(ShaderAttrib::Tangent), "rawtangent");
+ glBindAttribLocation(glprogid, static_cast<GLuint>(ShaderAttrib::Binormal), "rawbinormal");
}
for (int i = 0; i < 8; i++)
{
// Per documentation: OpenGL copies the name string when glBindAttribLocation is called, so an
// application may free its copy of the name string immediately after the function returns.
- glBindAttribLocation(glprogid, SHADER_TEXTURE0_ATTRIB + i, fmt::format("rawtex{}", i).c_str());
+ glBindAttribLocation(glprogid, static_cast<GLuint>(ShaderAttrib::TexCoord0 + i),
+ fmt::format("rawtex{}", i).c_str());
}
}