GS:MTL: Use uvec4 for color vertex input.

This commit is contained in:
TJnotJT
2026-10-06 23:30:57 +02:00
committed by lightningterror
parent deb23b0d8d
commit 4463fe4e7b
+4 -4
View File
@@ -140,7 +140,7 @@ constant bool PS_INTERIOR = PS_AA1 == AA1::TRIANGLE_SW_Z;
struct MainVSIn
{
float2 st [[attribute(GSMTLAttributeIndexST)]];
float4 c [[attribute(GSMTLAttributeIndexC)]];
uint4 c [[attribute(GSMTLAttributeIndexC)]];
float q [[attribute(GSMTLAttributeIndexQ)]];
uint2 p [[attribute(GSMTLAttributeIndexXY)]];
uint z [[attribute(GSMTLAttributeIndexZ)]];
@@ -240,9 +240,9 @@ static MainVSOut vs_main_run(thread const MainVSIn& v, constant GSMTLMainVSUnifo
texture_coord(v, out, cb);
if (IIP)
out.c = v.c;
out.c = float4(v.c);
else
out.fc = v.c;
out.fc = float4(v.c);
out.t.z = v.f.x; // pack fog with texture
@@ -269,7 +269,7 @@ static MainVSIn load_vertex(GSMTLMainVertex base)
{
MainVSIn out;
out.st = base.st;
out.c = float4(base.rgba);
out.c = uint4(base.rgba);
out.q = base.q;
out.p = uint2(base.xy);
out.z = base.z;