ref: 12b7990cf9e2a448fe7d54c4f21b85483c9cf8c2
parent: 94dd41985874ba15a75cea23709438426f12f598
author: Clownacy <Clownacy@users.noreply.github.com>
date: Sun Oct 4 17:00:38 EDT 2020
Wii U: Fix usage of wrong shader
--- a/src/Backends/Rendering/WiiU.cpp
+++ b/src/Backends/Rendering/WiiU.cpp
@@ -193,10 +193,10 @@
// 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};
- 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};
- 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
GX2SetPixelSampler(&sampler_point, shader->pixelShader->samplerVars[0].location);