Commit 05f6f111 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

wined3d: Implement SV_VertexID in GLSL backend.

parent 2d97dbf8
...@@ -1914,7 +1914,10 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont ...@@ -1914,7 +1914,10 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
for (i = 0; i < shader->input_signature.element_count; ++i) for (i = 0; i < shader->input_signature.element_count; ++i)
{ {
const struct wined3d_shader_signature_element *e = &shader->input_signature.elements[i]; const struct wined3d_shader_signature_element *e = &shader->input_signature.elements[i];
if (e->sysval_semantic == WINED3D_SV_INSTANCE_ID) if (e->sysval_semantic == WINED3D_SV_VERTEX_ID)
shader_addline(buffer, "vec4 %s_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
prefix, e->register_idx);
else if (e->sysval_semantic == WINED3D_SV_INSTANCE_ID)
shader_addline(buffer, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n", shader_addline(buffer, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
prefix, e->register_idx); prefix, e->register_idx);
else else
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment