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author | bunnei <bunneidev@gmail.com> | 2019-11-08 21:56:29 +0100 |
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committer | GitHub <noreply@github.com> | 2019-11-08 21:56:29 +0100 |
commit | a056d8de162491ce5a47bc6ab3699fe929dbe63d (patch) | |
tree | d24fdb47bf4e6d2d46dcd523f97ba0d009e33531 /src | |
parent | Merge pull request #3032 from ReinUsesLisp/simplify-control-flow-brx (diff) | |
parent | GLSLDecompiler: Correct Texture Gather Offset. (diff) | |
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Diffstat (limited to 'src')
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_decompiler.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index 92ee8459e..0ce59a852 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -1670,7 +1670,7 @@ private: const auto type = meta->sampler.IsShadow() ? Type::Float : Type::Int; return {GenerateTexture(operation, "Gather", - {TextureArgument{type, meta->component}, TextureAoffi{}}) + + {TextureAoffi{}, TextureArgument{type, meta->component}}) + GetSwizzle(meta->element), Type::Float}; } |