gsdx: glsl: fix silly typo

And regression on various games
This commit is contained in:
Gregory Hainaut 2016-04-27 09:52:35 +02:00
parent aeb92592e7
commit ab31915ce9
2 changed files with 4 additions and 4 deletions

View File

@ -202,13 +202,13 @@ ivec2 clamp_wrap_uv_depth(ivec2 uv)
#else // PS_WMS != PS_WMT #else // PS_WMS != PS_WMT
#if PS_WMS == 2 #if PS_WMS == 2
uv_out.x = clamp(uv, mask.x, mask.z); uv_out.x = clamp(uv.x, mask.x, mask.z);
#elif PS_WMS == 3 #elif PS_WMS == 3
uv_out.x = (uv.x & mask.x) | mask.z; uv_out.x = (uv.x & mask.x) | mask.z;
#endif #endif
#if PS_WMT == 2 #if PS_WMT == 2
uv_out.y = clamp(uv, mask.y, mask.w); uv_out.y = clamp(uv.y, mask.y, mask.w);
#elif PS_WMT == 3 #elif PS_WMT == 3
uv_out.y = (uv.y & mask.y) | mask.w; uv_out.y = (uv.y & mask.y) | mask.w;
#endif #endif

View File

@ -1046,13 +1046,13 @@ static const char* const tfx_fs_all_glsl =
"#else // PS_WMS != PS_WMT\n" "#else // PS_WMS != PS_WMT\n"
"\n" "\n"
"#if PS_WMS == 2\n" "#if PS_WMS == 2\n"
" uv_out.x = clamp(uv, mask.x, mask.z);\n" " uv_out.x = clamp(uv.x, mask.x, mask.z);\n"
"#elif PS_WMS == 3\n" "#elif PS_WMS == 3\n"
" uv_out.x = (uv.x & mask.x) | mask.z;\n" " uv_out.x = (uv.x & mask.x) | mask.z;\n"
"#endif\n" "#endif\n"
"\n" "\n"
"#if PS_WMT == 2\n" "#if PS_WMT == 2\n"
" uv_out.y = clamp(uv, mask.y, mask.w);\n" " uv_out.y = clamp(uv.y, mask.y, mask.w);\n"
"#elif PS_WMT == 3\n" "#elif PS_WMT == 3\n"
" uv_out.y = (uv.y & mask.y) | mask.w;\n" " uv_out.y = (uv.y & mask.y) | mask.w;\n"
"#endif\n" "#endif\n"