diff --git a/GPU/Common/VertexShaderGenerator.cpp b/GPU/Common/VertexShaderGenerator.cpp index c93b49bf93..943108841f 100644 --- a/GPU/Common/VertexShaderGenerator.cpp +++ b/GPU/Common/VertexShaderGenerator.cpp @@ -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");