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authorJason Fielder <jason_apple>2022-03-22 14:44:26 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-03-22 14:54:44 +0300
commit19c793af35ea8e694c16995d115d7c9247fee81a (patch)
treec24ad1eead6cb91cbc6260a10e8cf13dc13db903 /source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl
parent309ea314858a9b7892ea2c8a6fe55ab2a1028697 (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.glsl4
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 */