From d708e2899f48ea88c2bdfeea413b789e8ffc3161 Mon Sep 17 00:00:00 2001 From: sephiroth99 Date: Thu, 18 Jun 2015 02:01:36 -0400 Subject: [PATCH] gl4: command_processor: fix locations in geometry shader header The vertex shader outputs VertexData at location 1. Similarly, the pixel shader's VertexData input is at location 1. The geometry shader has both its input and output of VertexData at location 0. Change it to location 1 so it matches the interface of the other two shaders. --- src/xenia/gpu/gl4/command_processor.cc | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/xenia/gpu/gl4/command_processor.cc b/src/xenia/gpu/gl4/command_processor.cc index cc4b96d95..0ad217382 100644 --- a/src/xenia/gpu/gl4/command_processor.cc +++ b/src/xenia/gpu/gl4/command_processor.cc @@ -276,8 +276,8 @@ bool CommandProcessor::SetupGL() { " vec4 o[16];\n" "};\n" "\n" - "layout(location = 0) in VertexData in_vtx[];\n" - "layout(location = 0) out VertexData out_vtx;\n"; + "layout(location = 1) in VertexData in_vtx[];\n" + "layout(location = 1) out VertexData out_vtx;\n"; // TODO(benvanik): fetch default point size from register and use that if // the VS doesn't write oPointSize. // TODO(benvanik): clamp to min/max.