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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.cpp14
1 files changed, 4 insertions, 10 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp
index 61e8f92531..43dba06263 100644
--- a/Source/Core/VideoCommon/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/PixelShaderGen.cpp
@@ -562,7 +562,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
// Let's set up attributes
for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
{
- out.Write("%s in float3 uv%d;\n", GetInterpolationQualifier(msaa, ssaa), i);
+ out.Write("%s in float3 tex%d;\n", GetInterpolationQualifier(msaa, ssaa), i);
}
out.Write("%s in float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
if (per_pixel_lighting)
@@ -573,13 +573,6 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
}
out.Write("void main()\n{\n");
-
- if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
- {
- for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
- out.Write("\tfloat3 uv%d = tex%d;\n", i, i);
- }
-
out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
}
else // D3D
@@ -595,7 +588,8 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
// compute window position if needed because binding semantic WPOS is not widely supported
for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
- out.Write(",\n in %s float3 uv%d : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa), i, i);
+ out.Write(",\n in %s float3 tex%d : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa), i,
+ i);
out.Write(",\n in %s float4 clipPos : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa),
uid_data->genMode_numtexgens);
if (per_pixel_lighting)
@@ -658,7 +652,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
{
out.Write("\tint2 fixpoint_uv%d = int2(", i);
- out.Write("(uv%d.z == 0.0 ? uv%d.xy : uv%d.xy / uv%d.z)", i, i, i, i);
+ out.Write("(tex%d.z == 0.0 ? tex%d.xy : tex%d.xy / tex%d.z)", i, i, i, i);
out.Write(" * " I_TEXDIMS "[%d].zw);\n", i);
// TODO: S24 overflows here?
}