diff options
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/PixelShaderGen.cpp | 14 |
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? } |
