From fd37a768a6fe072eb6de348aef6dd00db38afd85 Mon Sep 17 00:00:00 2001 From: Ryan Houdek Date: Tue, 22 Apr 2014 15:48:26 -0500 Subject: [PATCH] Fix texture conversion shaders for GLSL ES. Noticed this while messing with EFB to RAM. We were having an implicit conversion from integer to float, GLSL ES doesn't allow implicit conversion. Changes it to a explicit conversion to float. --- Source/Core/VideoCommon/TextureConversionShader.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/Core/VideoCommon/TextureConversionShader.cpp b/Source/Core/VideoCommon/TextureConversionShader.cpp index 0bcf0b9d0d..fc9d33635a 100644 --- a/Source/Core/VideoCommon/TextureConversionShader.cpp +++ b/Source/Core/VideoCommon/TextureConversionShader.cpp @@ -115,7 +115,7 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType) WRITE(p, " uv0.y = 1.0-uv0.y;\n"); } - WRITE(p, " float sample_offset = position.w / float(%d);\n", EFB_WIDTH); + WRITE(p, " float sample_offset = float(position.w) / float(%d);\n", EFB_WIDTH); } void WriteSampleColor(char*& p, const char* colorComp, const char* dest, int xoffset, API_TYPE ApiType)