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Make the posmtx vertex attribute an int instead of converting to and from a float.
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parent
0a05fcade4
commit
52dacaa3e3
@ -194,7 +194,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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{
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WRITE(p, "ATTRIN float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB);
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if (components & VB_HAS_POSMTXIDX)
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WRITE(p, "ATTRIN float fposmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
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WRITE(p, "ATTRIN int posmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
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if (components & VB_HAS_NRM0)
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WRITE(p, "ATTRIN float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB);
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if (components & VB_HAS_NRM1)
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@ -275,10 +275,6 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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{
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WRITE(p, "int posmtx = blend_indices.x * 255.0f;\n");
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}
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else
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{
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WRITE(p, "int posmtx = int(fposmtx);\n");
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}
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WRITE(p, "float4 pos = float4(dot(" I_TRANSFORMMATRICES"[posmtx], rawpos), dot(" I_TRANSFORMMATRICES"[posmtx+1], rawpos), dot(" I_TRANSFORMMATRICES"[posmtx+2], rawpos), 1);\n");
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@ -100,7 +100,7 @@ void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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if (vtx_decl.posmtx_offset != -1) {
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glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
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glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (u8*)NULL + vtx_decl.posmtx_offset);
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glVertexAttribIPointer(SHADER_POSMTX_ATTRIB, 1, GL_UNSIGNED_BYTE, vtx_decl.stride, (u8*)NULL + vtx_decl.posmtx_offset);
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}
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vm->m_last_vao = VAO;
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