From 5ef2df056d0c765093b00932ae240093543708fc Mon Sep 17 00:00:00 2001 From: bunnei Date: Wed, 7 Oct 2015 21:11:32 -0400 Subject: [PATCH] gl_shader_gen: Rename 'o' to 'attr' in vertex/fragment shaders. --- .../renderer_opengl/gl_shader_gen.cpp | 22 +++++++++---------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp index b24c763f2..79c690e76 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp @@ -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); }