Wii U: Fix usage of wrong shader
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1 changed files with 2 additions and 2 deletions
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@ -193,10 +193,10 @@ static void Blit(RenderBackend_Surface *source_surface, const RenderBackend_Rect
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// Set shader uniforms
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const float vertex_coordinate_transform[4] = {2.0f / destination_surface->texture.surface.width, -2.0f / destination_surface->texture.surface.height, 1.0f, 1.0f};
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GX2SetVertexUniformReg(shader_group_glyph.vertexShader->uniformVars[0].offset, 4, (uint32_t*)vertex_coordinate_transform);
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GX2SetVertexUniformReg(shader->vertexShader->uniformVars[0].offset, 4, (uint32_t*)vertex_coordinate_transform);
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const float texture_coordinate_transform[4] = {1.0f / source_surface->texture.surface.width, 1.0f / source_surface->texture.surface.height, 1.0f, 1.0f};
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GX2SetVertexUniformReg(shader_group_glyph.vertexShader->uniformVars[1].offset, 4, (uint32_t*)texture_coordinate_transform);
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GX2SetVertexUniformReg(shader->vertexShader->uniformVars[1].offset, 4, (uint32_t*)texture_coordinate_transform);
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// Bind misc. data
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GX2SetPixelSampler(&sampler_point, shader->pixelShader->samplerVars[0].location);
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