diff options
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/VertexShaderGen.cpp | 16 |
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); } } |
