diff --git a/Source/Core/VideoBackends/Vulkan/ObjectCache.cpp b/Source/Core/VideoBackends/Vulkan/ObjectCache.cpp index e5e65c1a73..61e685874a 100644 --- a/Source/Core/VideoBackends/Vulkan/ObjectCache.cpp +++ b/Source/Core/VideoBackends/Vulkan/ObjectCache.cpp @@ -899,12 +899,12 @@ bool operator<(const SamplerState& lhs, const SamplerState& rhs) bool ObjectCache::CompileSharedShaders() { static const char PASSTHROUGH_VERTEX_SHADER_SOURCE[] = R"( - layout(location = 0) in float4 ipos; - layout(location = 5) in float4 icol0; - layout(location = 8) in float3 itex0; + layout(location = 0) in vec4 ipos; + layout(location = 5) in vec4 icol0; + layout(location = 8) in vec3 itex0; - layout(location = 0) out float3 uv0; - layout(location = 1) out float4 col0; + layout(location = 0) out vec3 uv0; + layout(location = 1) out vec4 col0; void main() { @@ -918,17 +918,11 @@ bool ObjectCache::CompileSharedShaders() layout(triangles) in; layout(triangle_strip, max_vertices = EFB_LAYERS * 3) out; - in VertexData - { - float3 uv0; - float4 col0; - } in_data[]; + layout(location = 0) in vec3 in_uv0[]; + layout(location = 1) in vec4 in_col0[]; - out VertexData - { - float3 uv0; - float4 col0; - } out_data; + layout(location = 0) out vec3 out_uv0; + layout(location = 1) out vec4 out_col0; void main() { @@ -938,8 +932,8 @@ bool ObjectCache::CompileSharedShaders() { gl_Layer = j; gl_Position = gl_in[i].gl_Position; - out_data.uv0 = float3(in_data[i].uv0.xy, float(j)); - out_data.col0 = in_data[i].col0; + out_uv0 = vec3(in_uv0[i].xy, float(j)); + out_col0 = in_col0[i]; EmitVertex(); } EndPrimitive(); @@ -948,7 +942,7 @@ bool ObjectCache::CompileSharedShaders() )"; static const char SCREEN_QUAD_VERTEX_SHADER_SOURCE[] = R"( - layout(location = 0) out float3 uv0; + layout(location = 0) out vec3 uv0; void main() { @@ -959,9 +953,9 @@ bool ObjectCache::CompileSharedShaders() * 2 0,2 0,1 -1,1 BL * 3 1,2 1,1 1,1 BR */ - vec2 rawpos = float2(float(gl_VertexID & 1), clamp(float(gl_VertexID & 2), 0.0f, 1.0f)); - gl_Position = float4(rawpos * 2.0f - 1.0f, 0.0f, 1.0f); - uv0 = float3(rawpos, 0.0f); + vec2 rawpos = vec2(float(gl_VertexID & 1), clamp(float(gl_VertexID & 2), 0.0f, 1.0f)); + gl_Position = vec4(rawpos * 2.0f - 1.0f, 0.0f, 1.0f); + uv0 = vec3(rawpos, 0.0f); } )"; @@ -969,15 +963,9 @@ bool ObjectCache::CompileSharedShaders() layout(triangles) in; layout(triangle_strip, max_vertices = EFB_LAYERS * 3) out; - in VertexData - { - float3 uv0; - } in_data[]; + layout(location = 0) in vec3 in_uv0[]; - out VertexData - { - float3 uv0; - } out_data; + layout(location = 0) out vec3 out_uv0; void main() { @@ -987,7 +975,7 @@ bool ObjectCache::CompileSharedShaders() { gl_Layer = j; gl_Position = gl_in[i].gl_Position; - out_data.uv0 = float3(in_data[i].uv0.xy, float(j)); + out_uv0 = vec3(in_uv0[i].xy, float(j)); EmitVertex(); } EndPrimitive();