40 changes: 20 additions & 20 deletions Source/Core/VideoCommon/VertexShaderGen.cpp
Expand Up @@ -84,20 +84,20 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
// uniforms
if (api_type == API_OPENGL)
out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");

DeclareUniform(out, api_type, C_POSNORMALMATRIX, "float4", I_POSNORMALMATRIX"[6]");
DeclareUniform(out, api_type, C_PROJECTION, "float4", I_PROJECTION"[4]");
DeclareUniform(out, api_type, C_MATERIALS, "int4", I_MATERIALS"[4]");
DeclareUniform(out, api_type, C_LIGHT_COLORS, "int4", I_LIGHT_COLORS"[8]");
DeclareUniform(out, api_type, C_LIGHTS, "float4", I_LIGHTS"[32]");
DeclareUniform(out, api_type, C_TEXMATRICES, "float4", I_TEXMATRICES"[24]");
DeclareUniform(out, api_type, C_TRANSFORMMATRICES, "float4", I_TRANSFORMMATRICES"[64]");
DeclareUniform(out, api_type, C_NORMALMATRICES, "float4", I_NORMALMATRICES"[32]");
DeclareUniform(out, api_type, C_POSTTRANSFORMMATRICES, "float4", I_POSTTRANSFORMMATRICES"[64]");
DeclareUniform(out, api_type, C_DEPTHPARAMS, "float4", I_DEPTHPARAMS);

if (api_type == API_OPENGL)
out.Write("};\n");
else
out.Write("cbuffer VSBlock {\n");
out.Write(
"\tfloat4 " I_POSNORMALMATRIX"[6];\n"
"\tfloat4 " I_PROJECTION"[4];\n"
"\tint4 " I_MATERIALS"[4];\n"
"\tint4 " I_LIGHT_COLORS"[8];\n"
"\tfloat4 " I_LIGHTS"[32];\n"
"\tfloat4 " I_TEXMATRICES"[24];\n"
"\tfloat4 " I_TRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_NORMALMATRICES"[32];\n"
"\tfloat4 " I_POSTTRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_DEPTHPARAMS";\n"
"};\n");

GenerateVSOutputStruct(out, api_type);

Expand Down Expand Up @@ -134,12 +134,12 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
{
if (i < xfregs.numTexGen.numTexGens)
{
out.Write("centroid out float3 uv%d_2;\n", i);
out.Write("centroid out float3 uv%d;\n", i);
}
}
out.Write("centroid out float4 clipPos_2;\n");
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");
Expand Down Expand Up @@ -433,10 +433,10 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
// clipPos/w needs to be done in pixel shader, not here

for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
out.Write(" uv%d_2.xyz = o.tex%d;\n", i, i);
out.Write(" clipPos_2 = o.clipPos;\n");
out.Write(" uv%d.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");
Expand Down