diff --git a/GPU/Directx9/FragmentShaderGeneratorHLSL.cpp b/GPU/Directx9/FragmentShaderGeneratorHLSL.cpp index b109988234..9cb577c94a 100644 --- a/GPU/Directx9/FragmentShaderGeneratorHLSL.cpp +++ b/GPU/Directx9/FragmentShaderGeneratorHLSL.cpp @@ -98,7 +98,7 @@ bool GenerateFragmentShaderHLSL(const FShaderID &id, char *buffer, ShaderLanguag WRITE(p, "float3 u_blendFixB : register(c%i);\n", CONST_PS_BLENDFIXB); } } - if (gstate_c.needShaderTexClamp && doTexture) { + if (needShaderTexClamp && doTexture) { WRITE(p, "vec4 u_texclamp : register(c%i);\n", CONST_PS_TEXCLAMP); if (textureAtOffset) { WRITE(p, "vec2 u_texclampoff : register(c%i);\n", CONST_PS_TEXCLAMPOFF); @@ -238,7 +238,7 @@ bool GenerateFragmentShaderHLSL(const FShaderID &id, char *buffer, ShaderLanguag } } else { if (doTextureProjection) { - WRITE(p, " vec4 t = tex2Dproj(tex, vec4(v_texcoord.x, v_texcoord.y, 0, v_texcoord.z))%s;\n", bgraTexture ? ".bgra" : ""); + WRITE(p, " vec4 t = tex2Dproj(tex, vec4(In.v_texcoord.x, In.v_texcoord.y, 0, In.v_texcoord.z))%s;\n", bgraTexture ? ".bgra" : ""); } else { WRITE(p, " vec4 t = tex2D(tex, %s.xy)%s;\n", texcoord, bgraTexture ? ".bgra" : ""); }