ShaderGen: Use consistent variable names for texture coordinates

This commit is contained in:
Stenzek
2017-07-27 01:01:25 +10:00
parent 25338c53e0
commit e17efb1d8d
5 changed files with 49 additions and 52 deletions

View File

@ -143,8 +143,8 @@ void SHADER::SetProgramBindings(bool is_compute)
glBindAttribLocation(glprogid, SHADER_POSMTX_ATTRIB, "posmtx");
glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "color0");
glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "color1");
glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "rawcolor0");
glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "rawcolor1");
glBindAttribLocation(glprogid, SHADER_NORM0_ATTRIB, "rawnorm0");
glBindAttribLocation(glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
@ -153,7 +153,7 @@ void SHADER::SetProgramBindings(bool is_compute)
for (int i = 0; i < 8; i++)
{
std::string attrib_name = StringFromFormat("tex%d", i);
std::string attrib_name = StringFromFormat("rawtex%d", i);
glBindAttribLocation(glprogid, SHADER_TEXTURE0_ATTRIB + i, attrib_name.c_str());
}
}

View File

@ -119,11 +119,11 @@ static const u8 rasters[CHARACTER_COUNT][CHARACTER_HEIGHT] = {
static const char* s_vertexShaderSrc = "uniform vec2 charSize;\n"
"uniform vec2 offset;"
"in vec2 rawpos;\n"
"in vec2 tex0;\n"
"in vec2 rawtex0;\n"
"out vec2 uv0;\n"
"void main(void) {\n"
" gl_Position = vec4(rawpos + offset,0,1);\n"
" uv0 = tex0 * charSize;\n"
" uv0 = rawtex0 * charSize;\n"
"}\n";
static const char* s_fragmentShaderSrc = "SAMPLER_BINDING(8) uniform sampler2D samp8;\n"