TextureConverter: Use gl_FragCoord instead of uv0

This commit is contained in:
degasus
2013-11-25 15:01:18 +01:00
parent a289e0604f
commit bcb31b09d3
2 changed files with 16 additions and 25 deletions

View File

@ -75,7 +75,6 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
WRITE(p, "uniform sampler2D samp0;\n");
WRITE(p, " out vec4 ocol0;\n");
WRITE(p, " VARYIN float2 uv0;\n");
WRITE(p, "void main()\n");
}
else // D3D
@ -84,13 +83,12 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
WRITE(p, "Texture2D Tex0 : register(t0);\n");
WRITE(p,"void main(\n");
WRITE(p," out float4 ocol0 : SV_Target,\n");
WRITE(p," in float2 uv0 : TEXCOORD0)\n");
WRITE(p," out float4 ocol0 : SV_Target)\n");
}
WRITE(p, "{\n"
" float2 sampleUv;\n"
" float2 uv1 = floor(uv0);\n");
" float2 uv1 = floor(gl_FragCoord.xy);\n");
WRITE(p, " uv1.x = uv1.x * %d.0;\n", samples);
@ -133,7 +131,6 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
WRITE(p, "uniform sampler2D samp0;\n");
WRITE(p, " out float4 ocol0;\n");
WRITE(p, " VARYIN float2 uv0;\n");
WRITE(p, "void main()\n");
}
else
@ -142,14 +139,13 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
WRITE(p, "Texture2D Tex0 : register(t0);\n");
WRITE(p,"void main(\n");
WRITE(p," out float4 ocol0 : SV_Target,\n");
WRITE(p," in float2 uv0 : TEXCOORD0)\n");
WRITE(p," out float4 ocol0 : SV_Target)\n");
}
WRITE(p, "{\n"
" float2 sampleUv;\n"
" float2 uv1 = floor(uv0);\n");
" float2 uv1 = floor(gl_FragCoord.xy);\n");
WRITE(p, " float yl = floor(uv1.y / %d.0);\n", blkH);
WRITE(p, " float yb = yl * %d.0;\n", blkH);