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Fix multi sampling accuracy
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Jupeyy committed Dec 17, 2023
1 parent 5aa4b58 commit caecb31
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Showing 3 changed files with 4 additions and 2 deletions.
2 changes: 1 addition & 1 deletion data/shader/tile_border.frag
Original file line number Diff line number Diff line change
Expand Up @@ -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;
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2 changes: 1 addition & 1 deletion data/shader/vulkan/tile_border.frag
Original file line number Diff line number Diff line change
Expand Up @@ -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;
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2 changes: 2 additions & 0 deletions src/engine/client/backend/glsl_shader_compiler.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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;
}

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