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renderer/gles2: Interpret matrix as column major in shader
Avoids us needing to transpose.
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3de330ec85
commit
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2 changed files with 1 additions and 9 deletions
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@ -309,10 +309,6 @@ static bool gles2_render_subtexture_with_matrix(
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float gl_matrix[9];
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wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
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// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
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// to GL_FALSE
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wlr_matrix_transpose(gl_matrix, gl_matrix);
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push_gles2_debug(renderer);
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if (!texture->has_alpha && alpha == 1.0) {
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@ -368,10 +364,6 @@ static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
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float gl_matrix[9];
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wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
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// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
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// to GL_FALSE
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wlr_matrix_transpose(gl_matrix, gl_matrix);
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push_gles2_debug(renderer);
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if (color[3] == 1.0) {
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@ -4,6 +4,6 @@ attribute vec2 texcoord;
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varying vec2 v_texcoord;
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void main() {
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gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
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gl_Position = vec4(vec3(pos, 1.0) * proj, 1.0);
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v_texcoord = texcoord;
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}
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