yuzu-emu
/
yuzu-mainline
Archived
1
0
Fork 0

gl_shader_gen: Rename 'o' to 'attr' in vertex/fragment shaders.

This commit is contained in:
bunnei 2015-10-07 21:11:32 -04:00
parent c2c4faef4c
commit 5ef2df056d
1 changed files with 11 additions and 11 deletions

View File

@ -29,24 +29,24 @@ static void AppendSource(std::string& out, TevStageConfig::Source source,
using Source = TevStageConfig::Source;
switch (source) {
case Source::PrimaryColor:
out += "o[2]";
out += "attr[2]";
break;
case Source::PrimaryFragmentColor:
// HACK: Until we implement fragment lighting, use primary_color
out += "o[2]";
out += "attr[2]";
break;
case Source::SecondaryFragmentColor:
// HACK: Until we implement fragment lighting, use zero
out += "vec4(0.0, 0.0, 0.0, 0.0)";
break;
case Source::Texture0:
out += "texture(tex[0], o[3].xy)";
out += "texture(tex[0], attr[3].xy)";
break;
case Source::Texture1:
out += "texture(tex[1], o[3].zw)";
out += "texture(tex[1], attr[3].zw)";
break;
case Source::Texture2: // TODO: Unverified
out += "texture(tex[2], o[5].zw)";
out += "texture(tex[2], attr[5].zw)";
break;
case Source::PreviousBuffer:
out += "g_combiner_buffer";
@ -326,7 +326,7 @@ std::string GenerateFragmentShader(const ShaderCacheKey& config) {
#define NUM_VTX_ATTR 7
#define NUM_TEV_STAGES 6
in vec4 o[NUM_VTX_ATTR];
in vec4 attr[NUM_VTX_ATTR];
out vec4 color;
uniform int alphatest_ref;
@ -342,7 +342,7 @@ vec4 g_last_tex_env_out = vec4(0.0, 0.0, 0.0, 0.0);
// Do not do any sort of processing if it's obvious we're not going to pass the alpha test
if (config.alpha_test_func == Regs::CompareFunc::Never) {
out += "discard;";
out += "discard; }";
return out;
}
@ -372,12 +372,12 @@ in vec2 vert_texcoords0;
in vec2 vert_texcoords1;
in vec2 vert_texcoords2;
out vec4 o[NUM_VTX_ATTR];
out vec4 attr[NUM_VTX_ATTR];
void main() {
o[2] = vert_color;
o[3] = vec4(vert_texcoords0.xy, vert_texcoords1.xy);
o[5] = vec4(0.0, 0.0, vert_texcoords2.xy);
attr[2] = vert_color;
attr[3] = vec4(vert_texcoords0.xy, vert_texcoords1.xy);
attr[5] = vec4(0.0, 0.0, vert_texcoords2.xy);
gl_Position = vec4(vert_position.x, -vert_position.y, -vert_position.z, vert_position.w);
}