GS/GL: Fix recent aa1 shader regressions.

Line was accidentally removed and macro typo.
This commit is contained in:
lightningterror
2026-06-21 01:17:52 +02:00
parent e2a3670d65
commit 8e73dea7e2
2 changed files with 3 additions and 2 deletions
+2 -1
View File
@@ -324,7 +324,8 @@ void main()
// Use bottom minus top for delta regardless of which vertex we are expanding.
vec2 line_delta = is_bottom ? (vtx.p.xy - other.p.xy) : (other.p.xy - vtx.p.xy);
vec2 line_vector = normalize(line_delta / VertexScale);
if VS_EXPAND == VS_EXPAND_LINE_AA1
vec2 line_expand = vec2(line_vector.y, -line_vector.x);
#if VS_EXPAND == VS_EXPAND_LINE_AA1
line_expand *= 2.0f * LineAA1Width;
#endif
vec2 line_width = (line_expand * PointSize) / 2;
+1 -1
View File
@@ -3,4 +3,4 @@
/// Version number for GS and other shaders. Increment whenever any of the contents of the
/// shaders change, to invalidate the cache.
static constexpr u32 SHADER_CACHE_VERSION = 102; // Last changed in PR 14480
static constexpr u32 SHADER_CACHE_VERSION = 103; // Last changed in PR 14602