always write to uv coords

This commit is contained in:
degasus 2013-02-07 13:23:20 +01:00
parent f079b04a5d
commit 10567cb23f
1 changed files with 5 additions and 2 deletions

View File

@ -586,8 +586,11 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
// clipPos/w needs to be done in pixel shader, not here // clipPos/w needs to be done in pixel shader, not here
if (xfregs.numTexGen.numTexGens < 7) { if (xfregs.numTexGen.numTexGens < 7) {
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) for (unsigned int i = 0; i < 8; ++i)
WRITE(p, " uv%d_2.xyz = o.tex%d;\n", i, i); if(i < xfregs.numTexGen.numTexGens)
WRITE(p, " uv%d_2.xyz = o.tex%d;\n", i, i);
else
WRITE(p, " uv%d_2.xyz = float3(0.0f, 0.0f, 0.0f);\n", i);
WRITE(p, " clipPos_2 = o.clipPos;\n"); WRITE(p, " clipPos_2 = o.clipPos;\n");
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, " Normal_2 = o.Normal;\n"); WRITE(p, " Normal_2 = o.Normal;\n");