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());
}
}