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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.cpp39
1 files changed, 27 insertions, 12 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp
index 8557f9e98b..77f24d115c 100644
--- a/Source/Core/VideoCommon/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/PixelShaderGen.cpp
@@ -329,27 +329,42 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
}
else
{
- out.Write("centroid in VS_OUTPUT o;\n");
+ out.Write("centroid in float4 colors_02;\n");
+ out.Write("centroid in float4 colors_12;\n");
+ // compute window position if needed because binding semantic WPOS is not widely supported
+ // Let's set up attributes
+ for (unsigned int i = 0; i < numTexgen; ++i)
+ {
+ out.Write("centroid in float3 uv%d;\n", i);
+ }
+ out.Write("centroid in float4 clipPos;\n");
+ if (g_ActiveConfig.bEnablePixelLighting)
+ {
+ out.Write("centroid in float4 Normal;\n");
+ }
}
out.Write("void main()\n{\n");
- // compute window position if needed because binding semantic WPOS is not widely supported
- // Let's set up attributes
- for (unsigned int i = 0; i < numTexgen; ++i)
- {
- out.Write("\tfloat3 uv%d = o.tex%d;\n", i, i);
- }
- out.Write("\tfloat4 clipPos = o.clipPos;\n");
- if (g_ActiveConfig.bEnablePixelLighting)
+ if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
- out.Write("\tfloat4 Normal = o.Normal;\n");
+ // compute window position if needed because binding semantic WPOS is not widely supported
+ // Let's set up attributes
+ for (unsigned int i = 0; i < numTexgen; ++i)
+ {
+ out.Write("\tfloat3 uv%d = o.tex%d;\n", i, i);
+ }
+ out.Write("\tfloat4 clipPos = o.clipPos;\n");
+ if (g_ActiveConfig.bEnablePixelLighting)
+ {
+ out.Write("\tfloat4 Normal = o.Normal;\n");
+ }
}
// On Mali, global variables must be initialized as constants.
// This is why we initialize these variables locally instead.
- out.Write("\tfloat4 colors_0 = o.colors_0;\n");
- out.Write("\tfloat4 colors_1 = o.colors_1;\n");
+ out.Write("\tfloat4 colors_0 = %s;\n", g_ActiveConfig.backend_info.bSupportsGeometryShaders ? "o.colors_0" : "colors_02");
+ out.Write("\tfloat4 colors_1 = %s;\n", g_ActiveConfig.backend_info.bSupportsGeometryShaders ? "o.colors_1" : "colors_12");
out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
}