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path: root/Source/Core/VideoCommon/UberShaderVertex.cpp
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Diffstat (limited to 'Source/Core/VideoCommon/UberShaderVertex.cpp')
-rw-r--r--Source/Core/VideoCommon/UberShaderVertex.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/UberShaderVertex.cpp b/Source/Core/VideoCommon/UberShaderVertex.cpp
index 6e663a1d02..71fc974ced 100644
--- a/Source/Core/VideoCommon/UberShaderVertex.cpp
+++ b/Source/Core/VideoCommon/UberShaderVertex.cpp
@@ -52,7 +52,7 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
if (vertex_loader)
{
- out.Write("UBO_BINDING(std140, 3) uniform GSBlock {{\n");
+ out.Write("UBO_BINDING(std140, 4) uniform GSBlock {{\n");
out.Write("{}", s_geometry_shader_uniforms);
out.Write("}};\n");
}
@@ -84,7 +84,7 @@ SSBO_BINDING(1) readonly restrict buffer Vertices {{
// D3D12 uses a root constant for this uniform, since it changes with every draw.
// D3D11 doesn't currently support dynamic vertex loader, and we'll have to figure something
// out for it if we want to support it in the future.
- out.Write("UBO_BINDING(std140, 4) uniform DX_Constants {{\n"
+ out.Write("UBO_BINDING(std140, 5) uniform DX_Constants {{\n"
" uint base_vertex;\n"
"}};\n\n"
"uint GetVertexBaseOffset(uint vertex_id) {{\n"