Fix some mistakes from the master merge; some cleanups.

This commit is contained in:
NeoBrainX
2013-04-29 19:37:32 +02:00
parent 5e6b712651
commit adab4e37f7
3 changed files with 8 additions and 19 deletions

View File

@ -80,11 +80,6 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
_assert_(bpmem.genMode.numcolchans == xfregs.numChan.numColorChans);
bool is_d3d = (api_type & API_D3D9 || api_type == API_D3D11);
u32 lightMask = 0;
if (xfregs.numChan.numColorChans > 0)
lightMask |= xfregs.color[0].GetFullLightMask() | xfregs.alpha[0].GetFullLightMask();
if (xfregs.numChan.numColorChans > 1)
lightMask |= xfregs.color[1].GetFullLightMask() | xfregs.alpha[1].GetFullLightMask();
// uniforms
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
@ -112,7 +107,7 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
{
out.Write("ATTRIN float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB);
if (components & VB_HAS_POSMTXIDX)
out.Write("ATTRIN float posmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
out.Write("ATTRIN float fposmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
if (components & VB_HAS_NRM0)
out.Write("ATTRIN float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB);
if (components & VB_HAS_NRM1)