ShaderGen: OGL: don't make a copy of "Normal"

This commit is contained in:
degasus 2014-03-30 12:22:59 +02:00
parent 0e0da8c8fd
commit 6109958e68
2 changed files with 3 additions and 7 deletions

View File

@ -301,7 +301,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
out.Write("centroid in float4 clipPos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
{
out.Write("centroid in float4 Normal_2;\n");
out.Write("centroid in float4 Normal;\n");
}
out.Write("void main()\n{\n");
@ -349,10 +349,6 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
out.Write("\tfloat3 uv%d = uv%d_2;\n", i, i);
}
}
if (g_ActiveConfig.bEnablePixelLighting)
{
out.Write("\tfloat4 Normal = Normal_2;\n");
}
}
if (g_ActiveConfig.bEnablePixelLighting)

View File

@ -139,7 +139,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
}
out.Write("centroid out float4 clipPos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
out.Write("centroid out float4 Normal_2;\n");
out.Write("centroid out float4 Normal;\n");
out.Write("centroid out float4 colors_02;\n");
out.Write("centroid out float4 colors_12;\n");
@ -436,7 +436,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
out.Write(" uv%d_2.xyz = o.tex%d;\n", i, i);
out.Write(" clipPos = o.clipPos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
out.Write(" Normal_2 = o.Normal;\n");
out.Write(" Normal = o.Normal;\n");
out.Write("colors_02 = o.colors_0;\n");
out.Write("colors_12 = o.colors_1;\n");