diff options
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/VertexShaderGen.cpp | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp index 2ee9532254..a02f801896 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/VertexShaderGen.cpp @@ -114,16 +114,16 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB); if (uid_data->components & VB_HAS_COL0) - out.Write("ATTRIBUTE_LOCATION(%d) in float4 color0;\n", SHADER_COLOR0_ATTRIB); + out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB); if (uid_data->components & VB_HAS_COL1) - out.Write("ATTRIBUTE_LOCATION(%d) in float4 color1;\n", SHADER_COLOR1_ATTRIB); + out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawcolor1;\n", SHADER_COLOR1_ATTRIB); for (int i = 0; i < 8; ++i) { u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)); if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx) { - out.Write("ATTRIBUTE_LOCATION(%d) in float%d tex%d;\n", SHADER_TEXTURE0_ATTRIB + i, + out.Write("ATTRIBUTE_LOCATION(%d) in float%d rawtex%d;\n", SHADER_TEXTURE0_ATTRIB + i, hastexmtx ? 3 : 2, i); } } @@ -143,7 +143,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho { if (i < uid_data->numTexGens) { - out.Write("%s out float3 uv%u;\n", GetInterpolationQualifier(msaa, ssaa), i); + out.Write("%s out float3 tex%u;\n", GetInterpolationQualifier(msaa, ssaa), i); } } out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa)); @@ -170,14 +170,14 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho if (uid_data->components & VB_HAS_NRM2) out.Write(" float3 rawnorm2 : NORMAL2,\n"); if (uid_data->components & VB_HAS_COL0) - out.Write(" float4 color0 : COLOR0,\n"); + out.Write(" float4 rawcolor0 : COLOR0,\n"); if (uid_data->components & VB_HAS_COL1) - out.Write(" float4 color1 : COLOR1,\n"); + out.Write(" float4 rawcolor1 : COLOR1,\n"); for (int i = 0; i < 8; ++i) { u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)); if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx) - out.Write(" float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i); + out.Write(" float%d rawtex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i); } if (uid_data->components & VB_HAS_POSMTXIDX) out.Write(" uint4 posmtx : BLENDINDICES,\n"); @@ -242,18 +242,18 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho if (uid_data->numColorChans == 0) { if (uid_data->components & VB_HAS_COL0) - out.Write("o.colors_0 = color0;\n"); + out.Write("o.colors_0 = rawcolor0;\n"); else out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n"); } GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, uid_data->numColorChans, - "color", "o.colors_"); + "rawcolor", "o.colors_"); if (uid_data->numColorChans < 2) { if (uid_data->components & VB_HAS_COL1) - out.Write("o.colors_1 = color1;\n"); + out.Write("o.colors_1 = rawcolor1;\n"); else out.Write("o.colors_1 = o.colors_0;\n"); } @@ -296,7 +296,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho default: _assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW); if (uid_data->components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW))) - out.Write("coord = float4(tex%d.x, tex%d.y, 1.0, 1.0);\n", + out.Write("coord = float4(rawtex%d.x, rawtex%d.y, 1.0, 1.0);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW); break; } @@ -338,7 +338,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho default: if (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)) { - out.Write("int tmp = int(tex%d.z);\n", i); + out.Write("int tmp = int(rawtex%d.z);\n", i); if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ) out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES "[tmp]), dot(coord, " I_TRANSFORMMATRICES @@ -407,10 +407,10 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho out.Write("o.WorldPos = pos.xyz;\n"); if (uid_data->components & VB_HAS_COL0) - out.Write("o.colors_0 = color0;\n"); + out.Write("o.colors_0 = rawcolor0;\n"); if (uid_data->components & VB_HAS_COL1) - out.Write("o.colors_1 = color1;\n"); + out.Write("o.colors_1 = rawcolor1;\n"); } // If we can disable the incorrect depth clipping planes using depth clamping, then we can do @@ -495,7 +495,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho // TODO: Pass interface blocks between shader stages even if geometry shaders // are not supported, however that will require at least OpenGL 3.2 support. for (unsigned int i = 0; i < uid_data->numTexGens; ++i) - out.Write("uv%d.xyz = o.tex%d;\n", i, i); + out.Write("tex%d.xyz = o.tex%d;\n", i, i); out.Write("clipPos = o.clipPos;\n"); if (per_pixel_lighting) { |
