diff options
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/PixelShaderGen.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index 8d22bd5ef4..fe9eecfdea 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -253,7 +253,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T DeclareUniform(out, ApiType, C_INDTEXSCALE, "int4", I_INDTEXSCALE"[2]"); DeclareUniform(out, ApiType, C_INDTEXMTX, "int4", I_INDTEXMTX"[6]"); DeclareUniform(out, ApiType, C_FOGCOLOR, "int4", I_FOGCOLOR); - DeclareUniform(out, ApiType, C_FOGI, "int4", I_FOGI"[1]"); + DeclareUniform(out, ApiType, C_FOGI, "int4", I_FOGI); DeclareUniform(out, ApiType, C_FOGF, "float4", I_FOGF"[2]"); // For pixel lighting - TODO: Should only be defined when per pixel lighting is enabled! @@ -989,7 +989,7 @@ static inline void WriteFog(T& out, pixel_shader_uid_data& uid_data) // TODO: Verify that we want to drop lower bits here! (currently taken over from software renderer) // Maybe we want to use "ze = (A << B_SHF)/((B << B_SHF) - Zs)" instead? // That's equivalent, but keeps the lower bits of Zs. - out.Write("\tfloat ze = (" I_FOGF"[1].x * 16777215.0) / float(" I_FOGI"[0].y - (zCoord >> " I_FOGI"[0].w));\n"); + out.Write("\tfloat ze = (" I_FOGF"[1].x * 16777215.0) / float(" I_FOGI".y - (zCoord >> " I_FOGI".w));\n"); } else { |
