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path: root/Source/Core/VideoCommon/VertexShaderGen.cpp
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Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/VertexShaderGen.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp
index 5570e52cc0..ff555b74fe 100644
--- a/Source/Core/VideoCommon/VertexShaderGen.cpp
+++ b/Source/Core/VideoCommon/VertexShaderGen.cpp
@@ -118,20 +118,20 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
if (uid_data->vs_expand == VSExpand::None)
{
- out.Write("ATTRIBUTE_LOCATION({}) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
+ out.Write("ATTRIBUTE_LOCATION({:s}) in float4 rawpos;\n", ShaderAttrib::Position);
if ((uid_data->components & VB_HAS_POSMTXIDX) != 0)
- out.Write("ATTRIBUTE_LOCATION({}) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB);
+ out.Write("ATTRIBUTE_LOCATION({:s}) in uint4 posmtx;\n", ShaderAttrib::PositionMatrix);
if ((uid_data->components & VB_HAS_NORMAL) != 0)
- out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnormal;\n", SHADER_NORMAL_ATTRIB);
+ out.Write("ATTRIBUTE_LOCATION({:s}) in float3 rawnormal;\n", ShaderAttrib::Normal);
if ((uid_data->components & VB_HAS_TANGENT) != 0)
- out.Write("ATTRIBUTE_LOCATION({}) in float3 rawtangent;\n", SHADER_TANGENT_ATTRIB);
+ out.Write("ATTRIBUTE_LOCATION({:s}) in float3 rawtangent;\n", ShaderAttrib::Tangent);
if ((uid_data->components & VB_HAS_BINORMAL) != 0)
- out.Write("ATTRIBUTE_LOCATION({}) in float3 rawbinormal;\n", SHADER_BINORMAL_ATTRIB);
+ out.Write("ATTRIBUTE_LOCATION({:s}) in float3 rawbinormal;\n", ShaderAttrib::Binormal);
if ((uid_data->components & VB_HAS_COL0) != 0)
- out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB);
+ out.Write("ATTRIBUTE_LOCATION({:s}) in float4 rawcolor0;\n", ShaderAttrib::Color0);
if ((uid_data->components & VB_HAS_COL1) != 0)
- out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor1;\n", SHADER_COLOR1_ATTRIB);
+ out.Write("ATTRIBUTE_LOCATION({:s}) in float4 rawcolor1;\n", ShaderAttrib::Color1);
for (u32 i = 0; i < 8; ++i)
{
@@ -139,7 +139,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
if ((uid_data->components & (VB_HAS_UV0 << i)) != 0 || has_texmtx != 0)
{
- out.Write("ATTRIBUTE_LOCATION({}) in float{} rawtex{};\n", SHADER_TEXTURE0_ATTRIB + i,
+ out.Write("ATTRIBUTE_LOCATION({:s}) in float{} rawtex{};\n", ShaderAttrib::TexCoord0 + i,
has_texmtx != 0 ? 3 : 2, i);
}
}