GPU: Fix matrix uvgen in software transform.

Fixes #15015.
This commit is contained in:
Unknown W. Brackets 2021-10-16 23:41:24 -07:00
parent bb64c176fc
commit 24c77dc937

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@ -92,15 +92,15 @@ void ComputeVertexShaderID(VShaderID *id_out, u32 vertType, bool useHWTransform,
if (doTexture) {
id.SetBit(VS_BIT_DO_TEXTURE);
// UV generation mode. doShadeMapping is implicitly stored here.
id.SetBits(VS_BIT_UVGEN_MODE, 2, gstate.getUVGenMode());
}
if (useHWTransform) {
id.SetBit(VS_BIT_USE_HW_TRANSFORM);
id.SetBit(VS_BIT_HAS_NORMAL, hasNormal);
// UV generation mode. doShadeMapping is implicitly stored here.
id.SetBits(VS_BIT_UVGEN_MODE, 2, gstate.getUVGenMode());
// The next bits are used differently depending on UVgen mode
if (gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX) {
id.SetBits(VS_BIT_UVPROJ_MODE, 2, gstate.getUVProjMode());