gl_shader_gen: Rename 'o' to 'attr' in vertex/fragment shaders.
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		| @@ -29,24 +29,24 @@ static void AppendSource(std::string& out, TevStageConfig::Source source, | |||||||
|     using Source = TevStageConfig::Source; |     using Source = TevStageConfig::Source; | ||||||
|     switch (source) { |     switch (source) { | ||||||
|     case Source::PrimaryColor: |     case Source::PrimaryColor: | ||||||
|         out += "o[2]"; |         out += "attr[2]"; | ||||||
|         break; |         break; | ||||||
|     case Source::PrimaryFragmentColor: |     case Source::PrimaryFragmentColor: | ||||||
|         // HACK: Until we implement fragment lighting, use primary_color |         // HACK: Until we implement fragment lighting, use primary_color | ||||||
|         out += "o[2]"; |         out += "attr[2]"; | ||||||
|         break; |         break; | ||||||
|     case Source::SecondaryFragmentColor: |     case Source::SecondaryFragmentColor: | ||||||
|         // HACK: Until we implement fragment lighting, use zero |         // HACK: Until we implement fragment lighting, use zero | ||||||
|         out += "vec4(0.0, 0.0, 0.0, 0.0)"; |         out += "vec4(0.0, 0.0, 0.0, 0.0)"; | ||||||
|         break; |         break; | ||||||
|     case Source::Texture0: |     case Source::Texture0: | ||||||
|         out += "texture(tex[0], o[3].xy)"; |         out += "texture(tex[0], attr[3].xy)"; | ||||||
|         break; |         break; | ||||||
|     case Source::Texture1: |     case Source::Texture1: | ||||||
|         out += "texture(tex[1], o[3].zw)"; |         out += "texture(tex[1], attr[3].zw)"; | ||||||
|         break; |         break; | ||||||
|     case Source::Texture2: // TODO: Unverified |     case Source::Texture2: // TODO: Unverified | ||||||
|         out += "texture(tex[2], o[5].zw)"; |         out += "texture(tex[2], attr[5].zw)"; | ||||||
|         break; |         break; | ||||||
|     case Source::PreviousBuffer: |     case Source::PreviousBuffer: | ||||||
|         out += "g_combiner_buffer"; |         out += "g_combiner_buffer"; | ||||||
| @@ -326,7 +326,7 @@ std::string GenerateFragmentShader(const ShaderCacheKey& config) { | |||||||
| #define NUM_VTX_ATTR 7 | #define NUM_VTX_ATTR 7 | ||||||
| #define NUM_TEV_STAGES 6 | #define NUM_TEV_STAGES 6 | ||||||
|  |  | ||||||
| in vec4 o[NUM_VTX_ATTR]; | in vec4 attr[NUM_VTX_ATTR]; | ||||||
| out vec4 color; | out vec4 color; | ||||||
|  |  | ||||||
| uniform int alphatest_ref; | uniform int alphatest_ref; | ||||||
| @@ -342,7 +342,7 @@ vec4 g_last_tex_env_out = vec4(0.0, 0.0, 0.0, 0.0); | |||||||
|  |  | ||||||
|     // Do not do any sort of processing if it's obvious we're not going to pass the alpha test |     // Do not do any sort of processing if it's obvious we're not going to pass the alpha test | ||||||
|     if (config.alpha_test_func == Regs::CompareFunc::Never) { |     if (config.alpha_test_func == Regs::CompareFunc::Never) { | ||||||
|         out += "discard;"; |         out += "discard; }"; | ||||||
|         return out; |         return out; | ||||||
|     } |     } | ||||||
|  |  | ||||||
| @@ -372,12 +372,12 @@ in vec2 vert_texcoords0; | |||||||
| in vec2 vert_texcoords1; | in vec2 vert_texcoords1; | ||||||
| in vec2 vert_texcoords2; | in vec2 vert_texcoords2; | ||||||
|  |  | ||||||
| out vec4 o[NUM_VTX_ATTR]; | out vec4 attr[NUM_VTX_ATTR]; | ||||||
|  |  | ||||||
| void main() { | void main() { | ||||||
|     o[2] = vert_color; |     attr[2] = vert_color; | ||||||
|     o[3] = vec4(vert_texcoords0.xy, vert_texcoords1.xy); |     attr[3] = vec4(vert_texcoords0.xy, vert_texcoords1.xy); | ||||||
|     o[5] = vec4(0.0, 0.0, vert_texcoords2.xy); |     attr[5] = vec4(0.0, 0.0, vert_texcoords2.xy); | ||||||
|  |  | ||||||
|     gl_Position = vec4(vert_position.x, -vert_position.y, -vert_position.z, vert_position.w); |     gl_Position = vec4(vert_position.x, -vert_position.y, -vert_position.z, vert_position.w); | ||||||
| } | } | ||||||
|   | |||||||
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