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authorbunnei <bunneidev@gmail.com>2018-04-14 20:40:39 -0400
committerGitHub <noreply@github.com>2018-04-14 20:40:39 -0400
commitfdca7b5f7a4ca626c15e70ae6f684e88686277f5 (patch)
tree57b8c1f1952c53d54a0c14b00543dd21302d661b /src/video_core/renderer_opengl/renderer_opengl.cpp
parentc6ab2c94d9fd7e82d780e0598bfe8c982661d1aa (diff)
parent1b41b875dcd24c662b947731f48f4d1c7131fa0b (diff)
Merge pull request #329 from bunnei/shader-gen-part-1
OpenGL shader generation part 1
Diffstat (limited to 'src/video_core/renderer_opengl/renderer_opengl.cpp')
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index 78b50b227..5e78723a2 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -57,7 +57,7 @@ uniform sampler2D color_texture;
void main() {
// Swap RGBA -> ABGR so we don't have to do this on the CPU. This needs to change if we have to
// support more framebuffer pixel formats.
- color = texture(color_texture, frag_tex_coord).abgr;
+ color = texture(color_texture, frag_tex_coord);
}
)";
@@ -210,7 +210,7 @@ void RendererOpenGL::InitOpenGLObjects() {
0.0f);
// Link shaders and get variable locations
- shader.Create(vertex_shader, nullptr, fragment_shader);
+ shader.CreateFromSource(vertex_shader, nullptr, fragment_shader);
state.draw.shader_program = shader.handle;
state.Apply();
uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
@@ -311,10 +311,10 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
}
std::array<ScreenRectVertex, 4> vertices = {{
- ScreenRectVertex(x, y, texcoords.top, right),
- ScreenRectVertex(x + w, y, texcoords.bottom, right),
- ScreenRectVertex(x, y + h, texcoords.top, left),
- ScreenRectVertex(x + w, y + h, texcoords.bottom, left),
+ ScreenRectVertex(x, y, texcoords.top, left),
+ ScreenRectVertex(x + w, y, texcoords.bottom, left),
+ ScreenRectVertex(x, y + h, texcoords.top, right),
+ ScreenRectVertex(x + w, y + h, texcoords.bottom, right),
}};
state.texture_units[0].texture_2d = screen_info.display_texture;