glsl: Add missing ; in EmitSetSampleMask
Fixes shader compilation in Okami HD
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		| @@ -409,7 +409,7 @@ void EmitSetFragColor(EmitContext& ctx, u32 index, u32 component, std::string_vi | |||||||
| } | } | ||||||
|  |  | ||||||
| void EmitSetSampleMask(EmitContext& ctx, std::string_view value) { | void EmitSetSampleMask(EmitContext& ctx, std::string_view value) { | ||||||
|     ctx.Add("gl_SampleMask[0]=int({})", value); |     ctx.Add("gl_SampleMask[0]=int({});", value); | ||||||
| } | } | ||||||
|  |  | ||||||
| void EmitSetFragDepth(EmitContext& ctx, std::string_view value) { | void EmitSetFragDepth(EmitContext& ctx, std::string_view value) { | ||||||
|   | |||||||
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