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; | ||||
|     switch (source) { | ||||
|     case Source::PrimaryColor: | ||||
|         out += "o[2]"; | ||||
|         out += "attr[2]"; | ||||
|         break; | ||||
|     case Source::PrimaryFragmentColor: | ||||
|         // HACK: Until we implement fragment lighting, use primary_color | ||||
|         out += "o[2]"; | ||||
|         out += "attr[2]"; | ||||
|         break; | ||||
|     case Source::SecondaryFragmentColor: | ||||
|         // HACK: Until we implement fragment lighting, use zero | ||||
|         out += "vec4(0.0, 0.0, 0.0, 0.0)"; | ||||
|         break; | ||||
|     case Source::Texture0: | ||||
|         out += "texture(tex[0], o[3].xy)"; | ||||
|         out += "texture(tex[0], attr[3].xy)"; | ||||
|         break; | ||||
|     case Source::Texture1: | ||||
|         out += "texture(tex[1], o[3].zw)"; | ||||
|         out += "texture(tex[1], attr[3].zw)"; | ||||
|         break; | ||||
|     case Source::Texture2: // TODO: Unverified | ||||
|         out += "texture(tex[2], o[5].zw)"; | ||||
|         out += "texture(tex[2], attr[5].zw)"; | ||||
|         break; | ||||
|     case Source::PreviousBuffer: | ||||
|         out += "g_combiner_buffer"; | ||||
| @@ -326,7 +326,7 @@ std::string GenerateFragmentShader(const ShaderCacheKey& config) { | ||||
| #define NUM_VTX_ATTR 7 | ||||
| #define NUM_TEV_STAGES 6 | ||||
|  | ||||
| in vec4 o[NUM_VTX_ATTR]; | ||||
| in vec4 attr[NUM_VTX_ATTR]; | ||||
| out vec4 color; | ||||
|  | ||||
| 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 | ||||
|     if (config.alpha_test_func == Regs::CompareFunc::Never) { | ||||
|         out += "discard;"; | ||||
|         out += "discard; }"; | ||||
|         return out; | ||||
|     } | ||||
|  | ||||
| @@ -372,12 +372,12 @@ in vec2 vert_texcoords0; | ||||
| in vec2 vert_texcoords1; | ||||
| in vec2 vert_texcoords2; | ||||
|  | ||||
| out vec4 o[NUM_VTX_ATTR]; | ||||
| out vec4 attr[NUM_VTX_ATTR]; | ||||
|  | ||||
| void main() { | ||||
|     o[2] = vert_color; | ||||
|     o[3] = vec4(vert_texcoords0.xy, vert_texcoords1.xy); | ||||
|     o[5] = vec4(0.0, 0.0, vert_texcoords2.xy); | ||||
|     attr[2] = vert_color; | ||||
|     attr[3] = vec4(vert_texcoords0.xy, vert_texcoords1.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); | ||||
| } | ||||
|   | ||||
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