diff options
author | Jason Fielder <jason_apple> | 2022-03-22 14:44:26 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2022-03-22 14:54:44 +0300 |
commit | 19c793af35ea8e694c16995d115d7c9247fee81a (patch) | |
tree | c24ad1eead6cb91cbc6260a10e8cf13dc13db903 /source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl | |
parent | 309ea314858a9b7892ea2c8a6fe55ab2a1028697 (diff) |
Metal: Make GLSL shader source MSL compliant also
Metal shading language follows the C++ 14 standard and in some cases requires a greater level of explicitness than GLSL. There are also some small language differences:
- Explicit type-casts (C++ requirements)
- Explicit constant values (C++ requirements, e.g. floating point values using 0.0 instead of 0).
- Metal/OpenGL compatibility paths
- GLSL Function prototypes
- Explicit accessors for vector types when sampling textures.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D14378
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl index a2c45d2f8e3..35bea830bac 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl @@ -9,8 +9,8 @@ void main() /* Revealage is actually stored in transparentAccum alpha channel. * This is a workaround to older hardware not having separate blend equation per render target. */ - vec4 trans_accum = texture(transparentAccum, uvcoordsvar.st); - float trans_weight = texture(transparentRevealage, uvcoordsvar.st).r; + vec4 trans_accum = texture(transparentAccum, uvcoordsvar.xy); + float trans_weight = texture(transparentRevealage, uvcoordsvar.xy).r; float trans_reveal = trans_accum.a; /* Listing 4 */ |