ShaderGen: make uv readonly

This commit is contained in:
degasus
2014-03-30 12:36:57 +02:00
parent 6109958e68
commit 813e30ec2a
2 changed files with 11 additions and 17 deletions

View File

@ -134,7 +134,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
{
if (i < xfregs.numTexGen.numTexGens)
{
out.Write("centroid out float3 uv%d_2;\n", i);
out.Write("centroid out float3 uv%d;\n", i);
}
}
out.Write("centroid out float4 clipPos;\n");
@ -433,7 +433,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
// clipPos/w needs to be done in pixel shader, not here
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
out.Write(" uv%d_2.xyz = o.tex%d;\n", i, i);
out.Write(" uv%d.xyz = o.tex%d;\n", i, i);
out.Write(" clipPos = o.clipPos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
out.Write(" Normal = o.Normal;\n");