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sorry for the last one, please test this one :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6125 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -22,7 +22,7 @@ static const char ID[4] = {'D', 'C', 'A', 'C'};
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// Update this to the current SVN revision every time you change shader generation code.
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// Update this to the current SVN revision every time you change shader generation code.
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// We don't automatically get this from SVN_REV because that would mean regenerating the
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// We don't automatically get this from SVN_REV because that would mean regenerating the
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// shader cache for every revision, graphics-related or not, which is simply annoying.
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// shader cache for every revision, graphics-related or not, which is simply annoying.
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const int version = 6123;
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const int version = 6124;
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LinearDiskCache::LinearDiskCache()
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LinearDiskCache::LinearDiskCache()
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: file_(NULL), num_entries_(0) {
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: file_(NULL), num_entries_(0) {
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@ -340,7 +340,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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WRITE(p, "o.colors_%d = mat * saturate(lacc);\n", j);
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WRITE(p, "o.colors_%d = mat * saturate(lacc);\n", j);
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WRITE(p, "}\n");
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WRITE(p, "}\n");
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}
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}
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if(xfregs.nNumChans == 1)
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if(xfregs.nNumChans < 2)
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{
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{
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if (components & VB_HAS_COL1)
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if (components & VB_HAS_COL1)
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WRITE(p, "o.colors_1 = color1;\n");
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WRITE(p, "o.colors_1 = color1;\n");
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