Fix minor syntax error in shaders.
Discovered with glslangValidator.
This commit is contained in:
parent
1520869a82
commit
00674736fe
|
@ -179,7 +179,7 @@ vec4 cube(vec4 src0, vec4 src1) {
|
|||
float s = (sc / ma + 1.0) / 2.0;
|
||||
float t = (tc / ma + 1.0) / 2.0;
|
||||
return vec4(t, s, 2.0 * ma, float(face_id));
|
||||
};
|
||||
}
|
||||
)");
|
||||
|
||||
if (is_vertex_shader()) {
|
||||
|
@ -234,7 +234,7 @@ vec4 applyTransform(const in StateData state, vec4 pos) {
|
|||
pos.xyz = mix(pos.xyz, pos.xyz / pos.w, notEqual(state.vtx_fmt.xyz, vec3(0.0)));
|
||||
pos.xy *= state.window_scale.xy;
|
||||
return pos;
|
||||
};
|
||||
}
|
||||
void processVertex(const in StateData state);
|
||||
void main() {
|
||||
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
|
|
Loading…
Reference in New Issue