diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index c018afbcc..8b7991c04 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -1183,7 +1183,7 @@ void RasterizerOpenGL::SetShader() { state.Apply(); // Set the texture samplers to correspond to different texture units - GLuint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]"); + GLint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]"); if (uniform_tex != -1) { glUniform1i(uniform_tex, TextureUnits::PicaTexture(0).id); } @@ -1197,40 +1197,40 @@ void RasterizerOpenGL::SetShader() { } // Set the texture samplers to correspond to different lookup table texture units - GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut"); + GLint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut"); if (uniform_lut != -1) { glUniform1i(uniform_lut, TextureUnits::LightingLUT.id); } - GLuint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut"); + GLint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut"); if (uniform_fog_lut != -1) { glUniform1i(uniform_fog_lut, TextureUnits::FogLUT.id); } - GLuint uniform_proctex_noise_lut = + GLint uniform_proctex_noise_lut = glGetUniformLocation(shader->shader.handle, "proctex_noise_lut"); if (uniform_proctex_noise_lut != -1) { glUniform1i(uniform_proctex_noise_lut, TextureUnits::ProcTexNoiseLUT.id); } - GLuint uniform_proctex_color_map = + GLint uniform_proctex_color_map = glGetUniformLocation(shader->shader.handle, "proctex_color_map"); if (uniform_proctex_color_map != -1) { glUniform1i(uniform_proctex_color_map, TextureUnits::ProcTexColorMap.id); } - GLuint uniform_proctex_alpha_map = + GLint uniform_proctex_alpha_map = glGetUniformLocation(shader->shader.handle, "proctex_alpha_map"); if (uniform_proctex_alpha_map != -1) { glUniform1i(uniform_proctex_alpha_map, TextureUnits::ProcTexAlphaMap.id); } - GLuint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut"); + GLint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut"); if (uniform_proctex_lut != -1) { glUniform1i(uniform_proctex_lut, TextureUnits::ProcTexLUT.id); } - GLuint uniform_proctex_diff_lut = + GLint uniform_proctex_diff_lut = glGetUniformLocation(shader->shader.handle, "proctex_diff_lut"); if (uniform_proctex_diff_lut != -1) { glUniform1i(uniform_proctex_diff_lut, TextureUnits::ProcTexDiffLUT.id);