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path: root/Source/Core/VideoCommon/PixelShaderGen.cpp
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Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/PixelShaderGen.cpp4
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
{