renderer/gles2: Interpret matrix as column major in shader

Avoids us needing to transpose.
This commit is contained in:
Alexander Orzechowski 2023-05-22 14:26:53 -04:00
parent 3de330ec85
commit 6f67bfe5ab
2 changed files with 1 additions and 9 deletions

View file

@ -309,10 +309,6 @@ static bool gles2_render_subtexture_with_matrix(
float gl_matrix[9];
wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
// to GL_FALSE
wlr_matrix_transpose(gl_matrix, gl_matrix);
push_gles2_debug(renderer);
if (!texture->has_alpha && alpha == 1.0) {
@ -368,10 +364,6 @@ static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
float gl_matrix[9];
wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
// to GL_FALSE
wlr_matrix_transpose(gl_matrix, gl_matrix);
push_gles2_debug(renderer);
if (color[3] == 1.0) {

View file

@ -4,6 +4,6 @@ attribute vec2 texcoord;
varying vec2 v_texcoord;
void main() {
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
gl_Position = vec4(vec3(pos, 1.0) * proj, 1.0);
v_texcoord = texcoord;
}