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gl_shader_gen: Rename 'o' to 'attr' in vertex/fragment shaders.
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@ -29,24 +29,24 @@ static void AppendSource(std::string& out, TevStageConfig::Source source,
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using Source = TevStageConfig::Source;
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switch (source) {
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case Source::PrimaryColor:
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out += "o[2]";
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out += "attr[2]";
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break;
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case Source::PrimaryFragmentColor:
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// HACK: Until we implement fragment lighting, use primary_color
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out += "o[2]";
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out += "attr[2]";
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break;
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case Source::SecondaryFragmentColor:
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// HACK: Until we implement fragment lighting, use zero
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out += "vec4(0.0, 0.0, 0.0, 0.0)";
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break;
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case Source::Texture0:
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out += "texture(tex[0], o[3].xy)";
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out += "texture(tex[0], attr[3].xy)";
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break;
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case Source::Texture1:
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out += "texture(tex[1], o[3].zw)";
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out += "texture(tex[1], attr[3].zw)";
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break;
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case Source::Texture2: // TODO: Unverified
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out += "texture(tex[2], o[5].zw)";
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out += "texture(tex[2], attr[5].zw)";
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break;
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case Source::PreviousBuffer:
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out += "g_combiner_buffer";
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@ -326,7 +326,7 @@ std::string GenerateFragmentShader(const ShaderCacheKey& config) {
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#define NUM_VTX_ATTR 7
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#define NUM_TEV_STAGES 6
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in vec4 o[NUM_VTX_ATTR];
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in vec4 attr[NUM_VTX_ATTR];
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out vec4 color;
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uniform int alphatest_ref;
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@ -342,7 +342,7 @@ vec4 g_last_tex_env_out = vec4(0.0, 0.0, 0.0, 0.0);
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// Do not do any sort of processing if it's obvious we're not going to pass the alpha test
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if (config.alpha_test_func == Regs::CompareFunc::Never) {
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out += "discard;";
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out += "discard; }";
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return out;
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}
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@ -372,12 +372,12 @@ in vec2 vert_texcoords0;
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in vec2 vert_texcoords1;
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in vec2 vert_texcoords2;
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out vec4 o[NUM_VTX_ATTR];
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out vec4 attr[NUM_VTX_ATTR];
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void main() {
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o[2] = vert_color;
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o[3] = vec4(vert_texcoords0.xy, vert_texcoords1.xy);
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o[5] = vec4(0.0, 0.0, vert_texcoords2.xy);
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attr[2] = vert_color;
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attr[3] = vec4(vert_texcoords0.xy, vert_texcoords1.xy);
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attr[5] = vec4(0.0, 0.0, vert_texcoords2.xy);
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gl_Position = vec4(vert_position.x, -vert_position.y, -vert_position.z, vert_position.w);
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}
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