VertexShaderGen: Fix a potential bug where vertex shader uids don't change when pixel lighting is toggled.

This commit is contained in:
NeoBrainX 2013-06-29 22:54:19 +02:00
parent 1083d78721
commit f524312fd1
1 changed files with 2 additions and 2 deletions

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@ -279,8 +279,8 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
out.Write("o.colors_0 = float4(1.0f, 1.0f, 1.0f, 1.0f);\n"); out.Write("o.colors_0 = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
} }
// TODO: This probably isn't necessary if pixel lighting is enabled. if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
GenerateLightingShader<T>(out, uid_data.lighting, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_"); GenerateLightingShader<T>(out, uid_data.lighting, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_");
if (xfregs.numChan.numColorChans < 2) if (xfregs.numChan.numColorChans < 2)
{ {