ShaderGen: Rename "eye" to "layer".
Keeping things generic.
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@ -67,19 +67,19 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
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out.Write("centroid in VS_OUTPUT v[];\n");
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out.Write("centroid out VS_OUTPUT o;\n");
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out.Write("flat out int eye;\n");
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out.Write("flat out int layer;\n");
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out.Write("void main()\n{\n");
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if (!g_ActiveConfig.backend_info.bSupportsGSInstancing)
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out.Write("\tfor (eye = 0; eye < %d; ++eye) {\n", g_ActiveConfig.bStereo ? 2 : 1);
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out.Write("\tfor (layer = 0; layer < %d; ++layer) {\n", g_ActiveConfig.bStereo ? 2 : 1);
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out.Write("\tfor (int i = 0; i < gl_in.length(); ++i) {\n");
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out.Write("\t\to = v[i];\n");
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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out.Write("\t\teye = gl_InvocationID;\n");
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out.Write("\t\tlayer = gl_InvocationID;\n");
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if (g_ActiveConfig.bStereo)
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out.Write("\t\to.pos = float4(dot(" I_STEREOPROJECTION"[eye * 4 + 0], v[i].rawpos), dot(" I_STEREOPROJECTION"[eye * 4 + 1], v[i].rawpos), dot(" I_STEREOPROJECTION"[eye * 4 + 2], v[i].rawpos), dot(" I_STEREOPROJECTION"[eye * 4 + 3], v[i].rawpos)); \n");
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out.Write("\t\to.pos = float4(dot(" I_STEREOPROJECTION"[layer * 4 + 0], v[i].rawpos), dot(" I_STEREOPROJECTION"[layer * 4 + 1], v[i].rawpos), dot(" I_STEREOPROJECTION"[layer * 4 + 2], v[i].rawpos), dot(" I_STEREOPROJECTION"[layer * 4 + 3], v[i].rawpos)); \n");
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out.Write("\t\tgl_Position = o.pos;\n");
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out.Write("\t\tgl_Layer = eye;\n");
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out.Write("\t\tgl_Layer = layer;\n");
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out.Write("\t\tEmitVertex();\n");
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out.Write("\t}\n");
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out.Write("\tEndPrimitive();\n");
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@ -323,7 +323,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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uid_data->stereo = g_ActiveConfig.bStereo;
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if (g_ActiveConfig.bStereo)
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out.Write("flat in int eye;\n");
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out.Write("flat in int layer;\n");
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out.Write("void main()\n{\n");
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@ -926,7 +926,7 @@ static inline void SampleTexture(T& out, const char *texcoords, const char *texs
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if (ApiType == API_D3D)
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out.Write("iround(255.0 * Tex%d.Sample(samp%d,%s.xy * " I_TEXDIMS"[%d].xy)).%s;\n", texmap,texmap, texcoords, texmap, texswap);
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else
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out.Write("iround(255.0 * texture(samp%d, float3(%s.xy * " I_TEXDIMS"[%d].xy, %s))).%s;\n", texmap, texcoords, texmap, g_ActiveConfig.bStereo ? "eye" : "0.0", texswap);
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out.Write("iround(255.0 * texture(samp%d, float3(%s.xy * " I_TEXDIMS"[%d].xy, %s))).%s;\n", texmap, texcoords, texmap, g_ActiveConfig.bStereo ? "layer" : "0.0", texswap);
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}
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static const char *tevAlphaFuncsTable[] =
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