diff --git a/GPU/GLES/ShaderManager.cpp b/GPU/GLES/ShaderManager.cpp index f27ace1114..c7aabde883 100644 --- a/GPU/GLES/ShaderManager.cpp +++ b/GPU/GLES/ShaderManager.cpp @@ -39,6 +39,7 @@ #include "GPU/GLES/TransformPipeline.h" #include "UI/OnScreenDisplay.h" #include "Framebuffer.h" +#include "i18n/i18n.h" Shader::Shader(const char *code, uint32_t shaderType, bool useHWTransform, const ShaderID &shaderID) : failed_(false), useHWTransform_(useHWTransform), id_(shaderID) { source_ = code; @@ -737,6 +738,7 @@ Shader *ShaderManager::ApplyVertexShader(int prim, u32 vertType) { // if (g_Config.bPrescaleUV) // globalDirty_ &= ~DIRTY_UVSCALEOFFSET; + I18NCategory *gs = GetI18NCategory("Graphics"); if (globalDirty_) { if (lastShader_) lastShader_->dirtyUniforms |= globalDirty_; @@ -768,7 +770,7 @@ Shader *ShaderManager::ApplyVertexShader(int prim, u32 vertType) { if (vs->Failed()) { ERROR_LOG(G3D, "Shader compilation failed, falling back to software transform"); - osm.Show("hardware transform error - falling back to software", 2.5f, 0xFF3030FF, -1, true); + osm.Show(gs->T("hardware transform error - falling back to software"), 2.5f, 0xFF3030FF, -1, true); delete vs; // TODO: Look for existing shader with the appropriate ID, use that instead of generating a new one - however, need to make sure