Merge pull request #4599 from stenzek/point-uvs

GeometryShaderGen: Use lower-left origin for point texture coordinates
This commit is contained in:
Matthew Parlane 2017-01-08 13:40:55 +13:00 committed by GitHub
commit 7a4464c3e0

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@ -285,9 +285,9 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
for (unsigned int i = 0; i < uid_data->numTexGens; ++i) for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
{ {
out.Write("\tif (((" I_TEXOFFSET "[1] >> %d) & 0x1) != 0) {\n", i); out.Write("\tif (((" I_TEXOFFSET "[1] >> %d) & 0x1) != 0) {\n", i);
out.Write("\t\tll.tex%d.xy += float2(0,1) * texOffset;\n", i); out.Write("\t\tul.tex%d.xy += float2(0,1) * texOffset;\n", i);
out.Write("\t\tlr.tex%d.xy += texOffset;\n", i); out.Write("\t\tur.tex%d.xy += texOffset;\n", i);
out.Write("\t\tur.tex%d.xy += float2(1,0) * texOffset;\n", i); out.Write("\t\tlr.tex%d.xy += float2(1,0) * texOffset;\n", i);
out.Write("\t}\n"); out.Write("\t}\n");
} }
out.Write("\t}\n"); out.Write("\t}\n");