Wii U: Fix usage of wrong shader

This commit is contained in:
Clownacy 2020-10-04 21:00:38 +01:00
parent 94dd419858
commit 12b7990cf9

View file

@ -193,10 +193,10 @@ static void Blit(RenderBackend_Surface *source_surface, const RenderBackend_Rect
// Set shader uniforms // 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}; 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}; 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 // Bind misc. data
GX2SetPixelSampler(&sampler_point, shader->pixelShader->samplerVars[0].location); GX2SetPixelSampler(&sampler_point, shader->pixelShader->samplerVars[0].location);