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path: root/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
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Diffstat (limited to 'Source/Core/VideoCommon/Src/PixelShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/Src/PixelShaderGen.cpp36
1 files changed, 8 insertions, 28 deletions
diff --git a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
index 373135f4c4..274e4f511d 100644
--- a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
@@ -366,31 +366,12 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
out.Write(" in %s float4 colors_1 : COLOR1", optCentroid);
// compute window position if needed because binding semantic WPOS is not widely supported
- if (numTexgen < 7)
- {
- for (unsigned int i = 0; i < numTexgen; ++i)
- out.Write(",\n in %s float3 uv%d : TEXCOORD%d", optCentroid, i, i);
- out.Write(",\n in %s float4 clipPos : TEXCOORD%d", optCentroid, numTexgen);
- if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
- out.Write(",\n in %s float4 Normal : TEXCOORD%d", optCentroid, numTexgen + 1);
- out.Write(" ) {\n");
- }
- else
- {
- // wpos is in w of first 4 texcoords
- if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
- {
- for (int i = 0; i < 8; ++i)
- out.Write(",\n in float4 uv%d : TEXCOORD%d", i, i);
- }
- else
- {
- for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
- out.Write(",\n in float%d uv%d : TEXCOORD%d", i < 4 ? 4 : 3 , i, i);
- }
- out.Write(" ) {\n");
- out.Write("\tfloat4 clipPos = float4(0.0, 0.0, 0.0, 0.0);");
- }
+ for (unsigned int i = 0; i < numTexgen; ++i)
+ out.Write(",\n in %s float3 uv%d : TEXCOORD%d", optCentroid, i, i);
+ out.Write(",\n in %s float4 clipPos : TEXCOORD%d", optCentroid, numTexgen);
+ if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
+ out.Write(",\n in %s float4 Normal : TEXCOORD%d", optCentroid, numTexgen + 1);
+ out.Write(" ) {\n");
}
out.Write(" float4 c0 = " I_COLORS"[1], c1 = " I_COLORS"[2], c2 = " I_COLORS"[3], prev = float4(0.0, 0.0, 0.0, 0.0), textemp = float4(0.0, 0.0, 0.0, 0.0), rastemp = float4(0.0, 0.0, 0.0, 0.0), konsttemp = float4(0.0, 0.0, 0.0, 0.0);\n"
@@ -412,9 +393,8 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
// compute window position if needed because binding semantic WPOS is not widely supported
// Let's set up attributes
if(numTexgen)
- for (int i = 0; i < 8; ++i)
- if(i < xfregs.numTexGen.numTexGens)
- out.Write("float3 uv%d = uv%d_2;\n", i, i);
+ for (int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
+ out.Write("float3 uv%d = uv%d_2;\n", i, i);
out.Write("float4 clipPos = clipPos_2;\n");
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{