From 785baaa94bc4bacf04ebceac7290bf55d3fd2a68 Mon Sep 17 00:00:00 2001 From: Matteo Bruni Date: Wed, 1 Jun 2016 23:16:52 +0200 Subject: [PATCH] wined3d: Fix FFP vertex shaders with ARB_explicit_attrib_location. Signed-off-by: Matteo Bruni Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/glsl_shader.c | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index e5a0e694186..4e773b671a9 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -6363,10 +6363,15 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, NULL)); + if (shader_glsl_use_explicit_attrib_location(gl_info)) + shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n"); + for (i = 0; i < WINED3D_FFP_ATTRIBS_COUNT; ++i) { const char *type = i < ARRAY_SIZE(attrib_info) ? attrib_info[i].type : "vec4"; + if (shader_glsl_use_explicit_attrib_location(gl_info)) + shader_addline(buffer, "layout(location = %u) ", i); shader_addline(buffer, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info), type, i); } shader_addline(buffer, "\n");