From 12b7990cf9e2a448fe7d54c4f21b85483c9cf8c2 Mon Sep 17 00:00:00 2001 From: Clownacy Date: Sun, 4 Oct 2020 21:00:38 +0100 Subject: [PATCH] Wii U: Fix usage of wrong shader --- src/Backends/Rendering/WiiU.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/Backends/Rendering/WiiU.cpp b/src/Backends/Rendering/WiiU.cpp index e3406e6f..b6eb3882 100644 --- a/src/Backends/Rendering/WiiU.cpp +++ b/src/Backends/Rendering/WiiU.cpp @@ -193,10 +193,10 @@ static void Blit(RenderBackend_Surface *source_surface, const RenderBackend_Rect // Set shader uniforms const float vertex_coordinate_transform[4] = {2.0f / destination_surface->texture.surface.width, -2.0f / destination_surface->texture.surface.height, 1.0f, 1.0f}; - GX2SetVertexUniformReg(shader_group_glyph.vertexShader->uniformVars[0].offset, 4, (uint32_t*)vertex_coordinate_transform); + GX2SetVertexUniformReg(shader->vertexShader->uniformVars[0].offset, 4, (uint32_t*)vertex_coordinate_transform); const float texture_coordinate_transform[4] = {1.0f / source_surface->texture.surface.width, 1.0f / source_surface->texture.surface.height, 1.0f, 1.0f}; - GX2SetVertexUniformReg(shader_group_glyph.vertexShader->uniformVars[1].offset, 4, (uint32_t*)texture_coordinate_transform); + GX2SetVertexUniformReg(shader->vertexShader->uniformVars[1].offset, 4, (uint32_t*)texture_coordinate_transform); // Bind misc. data GX2SetPixelSampler(&sampler_point, shader->pixelShader->samplerVars[0].location);