TextureConversionShader: fix syntax error

Fixes a situation where the following invalid GLSL code is generated:

```glsl
float3 texSample0 = texture(samp0, float3(uv0 + float2(0, 0) * sample_offset, 0.0)).rgb;
float3 texSample0 = floor(float3 texSample0 * 63.0) / 63.0;
float3 texSample1 = texture(samp0, float3(uv0 + float2(1, 0) * sample_offset, 0.0)).rgb;
float3 texSample1 = floor(float3 texSample1 * 63.0) / 63.0;
```
This commit is contained in:
Michael Maltese 2017-04-12 14:21:38 -07:00
parent 60d8ee4916
commit 05b4d14bf0
1 changed files with 4 additions and 2 deletions

View File

@ -345,9 +345,11 @@ static void WriteIA4Encoder(char*& p, APIType ApiType, const EFBCopyFormat& form
static void WriteRGB565Encoder(char*& p, APIType ApiType, const EFBCopyFormat& format)
{
WriteSwizzler(p, GX_TF_RGB565, ApiType);
WRITE(p, " float3 texSample0;\n");
WRITE(p, " float3 texSample1;\n");
WriteSampleColor(p, "rgb", "float3 texSample0", 0, ApiType, format, false);
WriteSampleColor(p, "rgb", "float3 texSample1", 1, ApiType, format, false);
WriteSampleColor(p, "rgb", "texSample0", 0, ApiType, format, false);
WriteSampleColor(p, "rgb", "texSample1", 1, ApiType, format, false);
WRITE(p, " float2 texRs = float2(texSample0.r, texSample1.r);\n");
WRITE(p, " float2 texGs = float2(texSample0.g, texSample1.g);\n");
WRITE(p, " float2 texBs = float2(texSample0.b, texSample1.b);\n");