Looks like we make use of fmod, make a GLSL function for it!
This commit is contained in:
parent
ad13f2d23d
commit
e85a3d68b0
|
@ -573,6 +573,15 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
|
|||
WRITE(p, "#define saturate(x) clamp(x, 0.0f, 1.0f)\n");
|
||||
WRITE(p, "#define lerp(x, y, z) mix(x, y, z)\n");
|
||||
|
||||
// A function here
|
||||
// Fmod implementation gleaned from Nvidia
|
||||
// At http://http.developer.nvidia.com/Cg/fmod.html
|
||||
WRITE(p, "float fmod( float x, float y )\n");
|
||||
WRITE(p, "{\n");
|
||||
WRITE(p, "float z = fract( abs( x / y) ) * abs( y );\n");
|
||||
WRITE(p, "return (x < 0) ? -z : z;\n");
|
||||
WRITE(p, "}\n");
|
||||
|
||||
|
||||
for (int i = 0; i < 8; ++i)
|
||||
WRITE(p, "%suniform sampler2D samp%d;\n", WriteBinding(ApiType, i), i);
|
||||
|
|
Loading…
Reference in New Issue