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.
This commit is contained in:
sephiroth99 2015-06-18 02:01:36 -04:00
parent ae70d3b30e
commit d708e2899f
1 changed files with 2 additions and 2 deletions

View File

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