From f1b334b9f950fa58e2cb0e27574b06a0622a99f6 Mon Sep 17 00:00:00 2001
From: ReinUsesLisp <reinuseslisp@airmail.cc>
Date: Mon, 17 May 2021 04:44:13 -0300
Subject: glasm: Remove unintentional comma on vector insert

---
 src/shader_recompiler/backend/glasm/emit_glasm_composite.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

(limited to 'src/shader_recompiler/backend/glasm/emit_glasm_composite.cpp')

diff --git a/src/shader_recompiler/backend/glasm/emit_glasm_composite.cpp b/src/shader_recompiler/backend/glasm/emit_glasm_composite.cpp
index 22321f386f..d829f05b39 100644
--- a/src/shader_recompiler/backend/glasm/emit_glasm_composite.cpp
+++ b/src/shader_recompiler/backend/glasm/emit_glasm_composite.cpp
@@ -52,7 +52,7 @@ void CompositeInsert(EmitContext& ctx, IR::Inst& inst, Register composite, Objec
         // The input composite is not aliased with the return value so we have to copy it before
         // hand. But the insert object is not aliased with the return value, so we don't have to
         // worry about that
-        ctx.Add("MOV.{} {},{};MOV.{},{}.{},{};", type, ret, composite, type, ret, swizzle, object);
+        ctx.Add("MOV.{} {},{};MOV.{} {}.{},{};", type, ret, composite, type, ret, swizzle, object);
     } else {
         // The return value is alised so we can just insert the object, it doesn't matter if it's
         // aliased
-- 
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