render/gles2: remove matrix transposition in shaders

This commit is contained in:
emersion 2018-03-15 21:30:31 +01:00
parent 7894fca224
commit f1cbbac636
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GPG key ID: 0FDE7BE0E88F5E48
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(
}
wlr_texture_bind(texture);
GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, matrix));
GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix));
GL_CALL(glUniform1i(1, texture->inverted_y));
GL_CALL(glUniform1f(3, alpha));
draw_quad();
@ -192,7 +192,7 @@ static bool wlr_gles2_render_texture_with_matrix(
static void wlr_gles2_render_quad(struct wlr_renderer *wlr_renderer,
const float color[static 4], const float matrix[static 9]) {
GL_CALL(glUseProgram(shaders.quad));
GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, matrix));
GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix));
GL_CALL(glUniform4f(1, color[0], color[1], color[2], color[3]));
draw_quad();
}