Fix multi sampling accuracy

This commit is contained in:
Jupeyy 2023-12-16 23:43:22 +01:00
parent 5aa4b58d4e
commit caecb31751
3 changed files with 4 additions and 2 deletions

View file

@ -9,7 +9,7 @@ uniform sampler2DArray gTextureSampler;
uniform vec4 gVertColor;
#ifdef TW_TILE_TEXTURED
noperspective in vec3 TexCoord;
noperspective centroid in vec3 TexCoord;
#endif
out vec4 FragClr;

View file

@ -10,7 +10,7 @@ layout(push_constant) uniform SVertexColorBO {
} gColorBO;
#ifdef TW_TILE_TEXTURED
layout (location = 0) noperspective in vec3 TexCoord;
layout (location = 0) noperspective centroid in vec3 TexCoord;
#endif
layout (location = 0) out vec4 FragClr;

View file

@ -84,6 +84,8 @@ void CGLSLCompiler::ParseLine(std::string &Line, const char *pReadLine, EGLSLSha
//search for 'in' or 'out'
while(*pBuff && ((*pBuff != 'i' || *(pBuff + 1) != 'n') && (*pBuff != 'o' || (*(pBuff + 1) && *(pBuff + 1) != 'u') || *(pBuff + 2) != 't')))
{
// append anything that is inbetween noperspective & in/out vars
Line.push_back(*pBuff);
++pBuff;
}