gl_shader_decompiler: Flip negated if else statement

This commit is contained in:
ReinUsesLisp 2018-11-28 21:31:10 -03:00
parent f4abebd731
commit 8d58e5da71

View File

@ -3003,12 +3003,12 @@ private:
// TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction.
const std::string sampler = GetSampler(
instr.sampler, Tegra::Shader::TextureType::Texture2D, false, depth_compare);
if (!depth_compare) {
shader.AddLine("vec2 coords = vec2(" + op_a + ", " + op_b + ");");
} else {
if (depth_compare) {
// Note: TLD4S coordinate encoding works just like TEXS's
const std::string op_y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
shader.AddLine("vec3 coords = vec3(" + op_a + ", " + op_y + ", " + op_b + ");");
} else {
shader.AddLine("vec2 coords = vec2(" + op_a + ", " + op_b + ");");
}
std::string texture = "textureGather(" + sampler + ", coords, " +