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render/gles2: remove matrix transposition in shaders
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parent
7894fca224
commit
f1cbbac636
2 changed files with 4 additions and 28 deletions
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@ -181,7 +181,7 @@ static bool wlr_gles2_render_texture_with_matrix(
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}
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wlr_texture_bind(texture);
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GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, matrix));
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GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix));
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GL_CALL(glUniform1i(1, texture->inverted_y));
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GL_CALL(glUniform1f(3, alpha));
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draw_quad();
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@ -192,7 +192,7 @@ static bool wlr_gles2_render_texture_with_matrix(
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static void wlr_gles2_render_quad(struct wlr_renderer *wlr_renderer,
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const float color[static 4], const float matrix[static 9]) {
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GL_CALL(glUseProgram(shaders.quad));
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GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, matrix));
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GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix));
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GL_CALL(glUniform4f(1, color[0], color[1], color[2], color[3]));
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draw_quad();
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}
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