mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
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.
This commit is contained in:
@ -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");
|
||||
|
Reference in New Issue
Block a user