Looks like we make use of fmod, make a GLSL function for it!
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@ -582,6 +582,15 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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WRITE(p, "#define saturate(x) clamp(x, 0.0f, 1.0f)\n");
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WRITE(p, "#define saturate(x) clamp(x, 0.0f, 1.0f)\n");
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WRITE(p, "#define lerp(x, y, z) mix(x, y, z)\n");
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WRITE(p, "#define lerp(x, y, z) mix(x, y, z)\n");
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// A function here
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// Fmod implementation gleaned from Nvidia
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// At http://http.developer.nvidia.com/Cg/fmod.html
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WRITE(p, "float fmod( float x, float y )\n");
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WRITE(p, "{\n");
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WRITE(p, "float z = fract( abs( x / y) ) * abs( y );\n");
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WRITE(p, "return (x < 0) ? -z : z;\n");
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WRITE(p, "}\n");
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for (int i = 0; i < 8; ++i)
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for (int i = 0; i < 8; ++i)
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WRITE(p, "%suniform sampler2D samp%d;\n", WriteBinding(ApiType, i), i);
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WRITE(p, "%suniform sampler2D samp%d;\n", WriteBinding(ApiType, i), i);
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