From bc9ef95643c73838800274be9afd691b542b9f1a Mon Sep 17 00:00:00 2001 From: Ryan Houdek Date: Sat, 7 Jun 2014 00:29:21 -0500 Subject: Support Sampler binding in the shader. In the cases where we support the binding layout keyword, use it for more than binding UBO location. This changes it so it is supported for samplers as well. Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10. --- Source/Core/VideoCommon/TextureConversionShader.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'Source/Core/VideoCommon/TextureConversionShader.cpp') diff --git a/Source/Core/VideoCommon/TextureConversionShader.cpp b/Source/Core/VideoCommon/TextureConversionShader.cpp index ad4dd6f1f6..76e49ce464 100644 --- a/Source/Core/VideoCommon/TextureConversionShader.cpp +++ b/Source/Core/VideoCommon/TextureConversionShader.cpp @@ -70,7 +70,7 @@ static void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType) if (ApiType == API_OPENGL) { WRITE(p, "#define samp0 samp9\n"); - WRITE(p, "uniform sampler2D samp0;\n"); + WRITE(p, "SAMPLER_BINDING(9) uniform sampler2D samp0;\n"); WRITE(p, " out vec4 ocol0;\n"); WRITE(p, "void main()\n"); -- cgit v1.2.3