mirror of https://github.com/xemu-project/xemu.git
Rename composite GLSL var to compositeMat
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@ -2644,7 +2644,6 @@ static ShaderBinding* generate_shaders(const ShaderState state)
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qstring_append(vertex_shader_code,
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"\n"
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"uniform mat4 composite;\n"
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"uniform mat4 texMat0;\n"
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"uniform mat4 texMat1;\n"
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"uniform mat4 texMat2;\n"
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@ -2658,11 +2657,12 @@ static ShaderBinding* generate_shaders(const ShaderState state)
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"uniform mat4 invModelViewMat2;\n"
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"uniform mat4 invModelViewMat3;\n"
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"uniform mat4 projectionMat;\n"
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"uniform mat4 compositeMat;\n"
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"uniform mat4 invViewport;\n"
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"void main() {\n"
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" gl_Position = invViewport * (position * composite);\n"
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" gl_Position = invViewport * (position * compositeMat);\n"
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/* temp hack: the composite matrix includes the view transform... */
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//" gl_Position = position * composite;\n"
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//" gl_Position = position * compositeMat;\n"
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//" gl_Position.x = (gl_Position.x - 320.0) / 320.0;\n"
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//" gl_Position.y = -(gl_Position.y - 240.0) / 240.0;\n"
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" gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
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@ -3107,7 +3107,7 @@ static void pgraph_bind_shaders(PGRAPHState *pg)
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/* update fixed function composite matrix */
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GLint comLoc = glGetUniformLocation(pg->shader_binding->gl_program,
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"composite");
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"compositeMat");
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if (comLoc != -1) {
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glUniformMatrix4fv(comLoc, 1, GL_FALSE, pg->composite_matrix);
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}
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