mirror of https://github.com/PCSX2/pcsx2.git
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880900d306
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1bd15a0d2b
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@ -49,10 +49,10 @@
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#define SamplerState sampler2D
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#define SamplerState sampler2D
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#define matrix4(a0, a1, a2, a3, b0, b1, b2, b3, c0, c1, c2, c3, d0, d1, d2, d3) \
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#define matrix4(a0, a1, a2, a3, b0, b1, b2, b3, c0, c1, c2, c3, d0, d1, d2, d3) \
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mat4(a0, b0, c0, d0, a1, b1, c1, d1, a2, b2, c2, d2, a3, b3, c3, d3);
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mat4(a0, b0, c0, d0, a1, b1, c1, d1, a2, b2, c2, d2, a3, b3, c3, d3);
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#define matrix3(a0, a1, a2, b0, b1, b2, c0, c1, c2) \
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#define matrix3(a0, a1, a2, b0, b1, b2, c0, c1, c2) \
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mat3(a0, b0, c0, a1, b1, c1, a2, b2, c2);
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mat3(a0, b0, c0, a1, b1, c1, a2, b2, c2);
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// Yes it sucks!
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// Yes it sucks!
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#define matrix4x3(v0, v1, v2, v3) \
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#define matrix4x3(v0, v1, v2, v3) \
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@ -87,13 +87,13 @@ layout(std140, binding = 14) uniform cb10
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#else
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#else
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#define matrix4(a0, a1, a2, a3, b0, b1, b2, b3, c0, c1, c2, c3, d0, d1, d2, d3) \
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#define matrix4(a0, a1, a2, a3, b0, b1, b2, b3, c0, c1, c2, c3, d0, d1, d2, d3) \
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float4x4(a0, a1, a2, a3, b0, b1, b2, b3, c0, c1, c2, c3, d0, d1, d2, d3);
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float4x4(a0, a1, a2, a3, b0, b1, b2, b3, c0, c1, c2, c3, d0, d1, d2, d3);
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#define matrix3(a0, a1, a2, a3, b0, b1, b2, b3, c0, c1, c2, c3, d0, d1, d2, d3) \
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#define matrix3(a0, a1, a2, b0, b1, b2, c0, c1, c2) \
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float3x3(a0, a1, a2, b0, b1, b2, c0, c1, c2);
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float3x3(a0, a1, a2, b0, b1, b2, c0, c1, c2);
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#define matrix4x3(v0, v1, v2, v3) \
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#define matrix4x3(v0, v1, v2, v3) \
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float4x3(v0, v1, v2, v3);
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float4x3(v0, v1, v2, v3);
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Texture2D Texture : register(t0);
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Texture2D Texture : register(t0);
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SamplerState TextureSampler : register(s0);
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SamplerState TextureSampler : register(s0);
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