ShaderGen: Store material uniforms as integers.

This commit is contained in:
Tony Wasserka
2013-10-27 14:07:13 +01:00
parent 4bf57565e8
commit 78623871f9
6 changed files with 20 additions and 20 deletions

View File

@ -296,7 +296,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
// For pixel lighting - TODO: Should only be defined when per pixel lighting is enabled!
DeclareUniform(out, ApiType, C_PLIGHT_COLORS, "int4", I_PLIGHT_COLORS"[8]");
DeclareUniform(out, ApiType, C_PLIGHTS, "float4", I_PLIGHTS"[32]");
DeclareUniform(out, ApiType, C_PMATERIALS, "float4", I_PMATERIALS"[4]");
DeclareUniform(out, ApiType, C_PMATERIALS, "int4", I_PMATERIALS"[4]");
if (ApiType == API_OPENGL)
out.Write("};\n");