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.
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@ -276,8 +276,8 @@ bool CommandProcessor::SetupGL() {
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" vec4 o[16];\n"
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" vec4 o[16];\n"
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"};\n"
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"};\n"
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"\n"
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"\n"
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"layout(location = 0) in VertexData in_vtx[];\n"
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"layout(location = 1) in VertexData in_vtx[];\n"
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"layout(location = 0) out VertexData out_vtx;\n";
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"layout(location = 1) out VertexData out_vtx;\n";
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// TODO(benvanik): fetch default point size from register and use that if
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// TODO(benvanik): fetch default point size from register and use that if
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// the VS doesn't write oPointSize.
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// the VS doesn't write oPointSize.
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// TODO(benvanik): clamp to min/max.
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// TODO(benvanik): clamp to min/max.
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