wined3d: Fix FFP vertex shaders with ARB_explicit_attrib_location.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -6363,10 +6363,15 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr
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shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, NULL));
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if (shader_glsl_use_explicit_attrib_location(gl_info))
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shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n");
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for (i = 0; i < WINED3D_FFP_ATTRIBS_COUNT; ++i)
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{
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const char *type = i < ARRAY_SIZE(attrib_info) ? attrib_info[i].type : "vec4";
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if (shader_glsl_use_explicit_attrib_location(gl_info))
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shader_addline(buffer, "layout(location = %u) ", i);
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shader_addline(buffer, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info), type, i);
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}
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shader_addline(buffer, "\n");
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