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Fix reinterpret shader for D3D11
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@@ -74,6 +74,7 @@ void ShaderLanguageDesc::Init(ShaderLanguage lang) {
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forceMatrix4x4 = false;
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coefsFromBuffers = true;
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vsOutPrefix = "Out.";
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viewportYSign = "-";
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break;
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}
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}
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@@ -45,6 +45,7 @@ struct ShaderLanguageDesc {
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const char *lastFragData = nullptr;
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const char *framebufferFetchExtension = nullptr;
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const char *vsOutPrefix = "";
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const char *viewportYSign = "";
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bool glslES30 = false;
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bool bitwiseOps = false;
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bool forceMatrix4x4 = false;
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@@ -75,6 +75,7 @@ bool GenerateReinterpretVertexShader(char *buffer, const ShaderLanguageDesc &lan
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writer.C(" float x = -1.0 + float((gl_VertexIndex & 1) << 2);\n");
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writer.C(" float y = -1.0 + float((gl_VertexIndex & 2) << 1);\n");
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writer.C(" v_texcoord = (vec2(x, y) + vec2(1.0, 1.0)) * 0.5;\n");
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writer.F(" y *= %s1.0;\n", lang.viewportYSign);
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writer.C(" gl_Position = vec4(x, y, 0.0, 1.0);\n");
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writer.EndVSMain(varyings);
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