GPU: Don't bother with fog uniform in sw transform.

This commit is contained in:
Unknown W. Brackets 2023-01-06 17:24:44 -08:00
parent 3cd882f21b
commit 81f4a76ac9

View file

@ -310,7 +310,8 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
WRITE(p, "float u_rotation : register(c%i);\n", CONST_VS_ROTATION);
}
WRITE(p, "vec2 u_fogcoef : register(c%i);\n", CONST_VS_FOGCOEF);
if (useHWTransform)
WRITE(p, "vec2 u_fogcoef : register(c%i);\n", CONST_VS_FOGCOEF);
if (useHWTransform || !hasColor)
WRITE(p, "vec4 u_matambientalpha : register(c%i);\n", CONST_VS_MATAMBIENTALPHA); // matambient + matalpha
@ -581,8 +582,10 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
WRITE(p, "uniform lowp vec4 u_matambientalpha;\n"); // matambient + matalpha
*uniformMask |= DIRTY_MATAMBIENTALPHA;
}
WRITE(p, "uniform highp vec2 u_fogcoef;\n");
*uniformMask |= DIRTY_FOGCOEFENABLE;
if (useHWTransform) {
WRITE(p, "uniform highp vec2 u_fogcoef;\n");
*uniformMask |= DIRTY_FOGCOEFENABLE;
}
if (!isModeThrough) {
WRITE(p, "uniform highp vec4 u_depthRange;\n");