always write to uv coords
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parent
f079b04a5d
commit
10567cb23f
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@ -586,8 +586,11 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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// clipPos/w needs to be done in pixel shader, not here
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// clipPos/w needs to be done in pixel shader, not here
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if (xfregs.numTexGen.numTexGens < 7) {
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if (xfregs.numTexGen.numTexGens < 7) {
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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for (unsigned int i = 0; i < 8; ++i)
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WRITE(p, " uv%d_2.xyz = o.tex%d;\n", i, i);
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if(i < xfregs.numTexGen.numTexGens)
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WRITE(p, " uv%d_2.xyz = o.tex%d;\n", i, i);
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else
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WRITE(p, " uv%d_2.xyz = float3(0.0f, 0.0f, 0.0f);\n", i);
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WRITE(p, " clipPos_2 = o.clipPos;\n");
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WRITE(p, " clipPos_2 = o.clipPos;\n");
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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WRITE(p, " Normal_2 = o.Normal;\n");
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WRITE(p, " Normal_2 = o.Normal;\n");
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