Fix reinterpret shader for D3D11

This commit is contained in:
Henrik Rydgård committed 2020-11-08 11:32:55 +01:00
1 parent 28f8578408
commit 4e16fcaf1a
3 files changed
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@@ -74,6 +74,7 @@ void ShaderLanguageDesc::Init(ShaderLanguage lang) {
forceMatrix4x4 = false;
coefsFromBuffers = true;
vsOutPrefix = "Out.";
viewportYSign = "-";
break;
}
}
+1
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@@ -45,6 +45,7 @@ struct ShaderLanguageDesc {
const char *lastFragData = nullptr;
const char *framebufferFetchExtension = nullptr;
const char *vsOutPrefix = "";
const char *viewportYSign = "";
bool glslES30 = false;
bool bitwiseOps = false;
bool forceMatrix4x4 = false;
+1
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@@ -75,6 +75,7 @@ bool GenerateReinterpretVertexShader(char *buffer, const ShaderLanguageDesc &lan
writer.C(" float x = -1.0 + float((gl_VertexIndex & 1) << 2);\n");
writer.C(" float y = -1.0 + float((gl_VertexIndex & 2) << 1);\n");
writer.C(" v_texcoord = (vec2(x, y) + vec2(1.0, 1.0)) * 0.5;\n");
writer.F(" y *= %s1.0;\n", lang.viewportYSign);
writer.C(" gl_Position = vec4(x, y, 0.0, 1.0);\n");
writer.EndVSMain(varyings);