diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp index 1d1ce9758e..db61dde21a 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp @@ -1025,7 +1025,7 @@ void AppendProcTexClamp(std::string& out, const std::string& var, ProcTexClamp m } void AppendProcTexCombineAndMap(std::string& out, ProcTexCombiner combiner, - const std::string& map_lut, const std::string& offset) { + const std::string& offset) { std::string combined; switch (combiner) { case ProcTexCombiner::U: @@ -1063,7 +1063,7 @@ void AppendProcTexCombineAndMap(std::string& out, ProcTexCombiner combiner, combined = "0.0"; break; } - out += "ProcTexLookupLUT(" + map_lut + ", " + offset + ", " + combined + ")"; + out += "ProcTexLookupLUT(" + offset + ", " + combined + ")"; } void AppendProcTexSampler(std::string& out, const PicaFSConfig& config) { @@ -1072,12 +1072,12 @@ void AppendProcTexSampler(std::string& out, const PicaFSConfig& config) { // coord=1.0 is lut[127]+lut_diff[127]. For other indices, the result is interpolated using // value entries and difference entries. out += R"( -float ProcTexLookupLUT(samplerBuffer lut, int offset, float coord) { +float ProcTexLookupLUT(int offset, float coord) { coord *= 128; float index_i = clamp(floor(coord), 0.0, 127.0); float index_f = coord - index_i; // fract() cannot be used here because 128.0 needs to be // extracted as index_i = 127.0 and index_f = 1.0 - vec2 entry = texelFetch(lut, int(index_i) + offset).rg; + vec2 entry = texelFetch(texture_buffer_lut_rg, int(index_i) + offset).rg; return clamp(entry.r + entry.g * index_f, 0.0, 1.0); } )"; @@ -1113,8 +1113,8 @@ float ProcTexNoiseCoef(vec2 x) { float g2 = ProcTexNoiseRand2D(point + vec2(0.0, 1.0)) * (frac.x + frac.y - 1.0); float g3 = ProcTexNoiseRand2D(point + vec2(1.0, 1.0)) * (frac.x + frac.y - 2.0); - float x_noise = ProcTexLookupLUT(texture_buffer_lut_rg, proctex_noise_lut_offset, frac.x); - float y_noise = ProcTexLookupLUT(texture_buffer_lut_rg, proctex_noise_lut_offset, frac.y); + float x_noise = ProcTexLookupLUT(proctex_noise_lut_offset, frac.x); + float y_noise = ProcTexLookupLUT(proctex_noise_lut_offset, frac.y); float x0 = mix(g0, g1, x_noise); float x1 = mix(g2, g3, x_noise); return mix(x0, x1, y_noise); @@ -1156,7 +1156,7 @@ float ProcTexNoiseCoef(vec2 x) { // Combine and map out += "float lut_coord = "; - AppendProcTexCombineAndMap(out, config.state.proctex.color_combiner, "texture_buffer_lut_rg", + AppendProcTexCombineAndMap(out, config.state.proctex.color_combiner, "proctex_color_map_offset"); out += ";\n"; @@ -1190,7 +1190,7 @@ float ProcTexNoiseCoef(vec2 x) { // uses the output of CombineAndMap directly instead. out += "float final_alpha = "; AppendProcTexCombineAndMap(out, config.state.proctex.alpha_combiner, - "texture_buffer_lut_rg", "proctex_alpha_map_offset"); + "proctex_alpha_map_offset"); out += ";\n"; out += "return vec4(final_color.xyz, final_alpha);\n}\n"; } else {