forked from ShuriZma/suyu
GPU: Convert the gl_InstanceId and gl_VertexID variables to floats when reading from them.
This corrects the invalid position values in some games when doing attribute-less rendering.
This commit is contained in:
parent
281fd881a0
commit
004b1b3830
|
@ -538,7 +538,7 @@ private:
|
||||||
// vertex shader, and what's the value of the fourth element when inside a Tess Eval
|
// vertex shader, and what's the value of the fourth element when inside a Tess Eval
|
||||||
// shader.
|
// shader.
|
||||||
ASSERT(stage == Maxwell3D::Regs::ShaderStage::Vertex);
|
ASSERT(stage == Maxwell3D::Regs::ShaderStage::Vertex);
|
||||||
return "vec4(0, 0, gl_InstanceID, gl_VertexID)";
|
return "vec4(0, 0, uintBitsToFloat(gl_InstanceID), uintBitsToFloat(gl_VertexID))";
|
||||||
default:
|
default:
|
||||||
const u32 index{static_cast<u32>(attribute) -
|
const u32 index{static_cast<u32>(attribute) -
|
||||||
static_cast<u32>(Attribute::Index::Attribute_0)};
|
static_cast<u32>(Attribute::Index::Attribute_0)};
|
||||||
|
|
Loading…
Reference in New Issue