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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
TextureConverter: Use gl_FragCoord instead of uv0
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@ -75,7 +75,6 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
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WRITE(p, "uniform sampler2D samp0;\n");
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WRITE(p, " out vec4 ocol0;\n");
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WRITE(p, " VARYIN float2 uv0;\n");
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WRITE(p, "void main()\n");
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}
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else // D3D
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@ -84,13 +83,12 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
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WRITE(p, "Texture2D Tex0 : register(t0);\n");
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WRITE(p,"void main(\n");
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WRITE(p," out float4 ocol0 : SV_Target,\n");
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WRITE(p," in float2 uv0 : TEXCOORD0)\n");
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WRITE(p," out float4 ocol0 : SV_Target)\n");
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}
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WRITE(p, "{\n"
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" float2 sampleUv;\n"
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" float2 uv1 = floor(uv0);\n");
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" float2 uv1 = floor(gl_FragCoord.xy);\n");
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WRITE(p, " uv1.x = uv1.x * %d.0;\n", samples);
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@ -133,7 +131,6 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
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WRITE(p, "uniform sampler2D samp0;\n");
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WRITE(p, " out float4 ocol0;\n");
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WRITE(p, " VARYIN float2 uv0;\n");
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WRITE(p, "void main()\n");
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}
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else
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@ -142,14 +139,13 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
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WRITE(p, "Texture2D Tex0 : register(t0);\n");
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WRITE(p,"void main(\n");
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WRITE(p," out float4 ocol0 : SV_Target,\n");
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WRITE(p," in float2 uv0 : TEXCOORD0)\n");
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WRITE(p," out float4 ocol0 : SV_Target)\n");
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}
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WRITE(p, "{\n"
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" float2 sampleUv;\n"
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" float2 uv1 = floor(uv0);\n");
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" float2 uv1 = floor(gl_FragCoord.xy);\n");
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WRITE(p, " float yl = floor(uv1.y / %d.0);\n", blkH);
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WRITE(p, " float yb = yl * %d.0;\n", blkH);
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