Not using factor in texture coords mapping mode

This commit is contained in:
raven02 2013-12-01 16:04:29 +08:00
parent c42ee6d12e
commit b00495f1e5

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@ -417,8 +417,8 @@ void LinkedShader::UpdateUniforms(u32 vertType) {
// Shouldn't even get here as we won't use the uniform in the shader.
// We are here but are prescaling UV in the decoder? Let's do the same as in the other case
// except consider *Scale and *Off to be 1 and 0.
uvscaleoff[0] = factor * widthFactor;
uvscaleoff[1] = factor * heightFactor;
uvscaleoff[0] = widthFactor;
uvscaleoff[1] = heightFactor;
uvscaleoff[2] = 0.0f;
uvscaleoff[3] = 0.0f;
} else {