- fixed: Intel OpenGL did not quite recognize the "layout(location=0)" shader uniform definitions, so this had to be removed for OpenGL mode only so that Intel's compiler will continue to function normally for custom shaders.

This commit is contained in:
Rachael Alexanderson 2019-04-11 13:21:40 -04:00
commit 482e9c0f2c
3 changed files with 12 additions and 2 deletions

View file

@ -878,8 +878,16 @@ PPCustomShaderInstance::PPCustomShaderInstance(PostProcessShader *desc) : Desc(d
// Setup pipeline
FString pipelineInOut;
pipelineInOut += "layout(location=0) in vec2 TexCoord;\n";
pipelineInOut += "layout(location=0) out vec4 FragColor;\n";
if (screen->IsVulkan())
{
pipelineInOut += "layout(location=0) in vec2 TexCoord;\n";
pipelineInOut += "layout(location=0) out vec4 FragColor;\n";
}
else
{
pipelineInOut += "in vec2 TexCoord;\n";
pipelineInOut += "out vec4 FragColor;\n";
}
FString prolog;
prolog += uniformTextures;