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renderer_gl: Flip textures on load instead of shaders
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45a07147ad
commit
377c8e9eed
2 changed files with 5 additions and 5 deletions
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@ -254,7 +254,7 @@ void Texture::decodeTexture(std::span<const u8> data) {
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// Decode texels line by line
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for (u32 v = 0; v < size.v(); v++) {
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for (u32 u = 0; u < size.u(); u++) {
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u32 colour = decodeTexel(u, v, format, data);
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u32 colour = decodeTexel(u, size.v() - v - 1, format, data);
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decoded.push_back(colour);
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}
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}
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@ -67,9 +67,9 @@ void main() {
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v_colour = a_vertexColour;
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// Flip y axis of UVs because OpenGL uses an inverted y for texture sampling compared to the PICA
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v_texcoord0 = vec3(a_texcoord0.x, 1.0 - a_texcoord0.y, a_texcoord0_w);
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v_texcoord1 = vec2(a_texcoord1.x, 1.0 - a_texcoord1.y);
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v_texcoord2 = vec2(a_texcoord2.x, 1.0 - a_texcoord2.y);
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v_texcoord0 = vec3(a_texcoord0.x, a_texcoord0.y, a_texcoord0_w);
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v_texcoord1 = vec2(a_texcoord1.x, a_texcoord1.y);
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v_texcoord2 = vec2(a_texcoord2.x, a_texcoord2.y);
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v_view = a_view;
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v_normal = normalize(rotateVec3ByQuaternion(vec3(0.0, 0.0, 1.0), a_quaternion));
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@ -94,4 +94,4 @@ void main() {
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// There's also another, always-on clipping plane based on vertex z
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gl_ClipDistance[0] = -a_coords.z;
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gl_ClipDistance[1] = dot(clipData, a_coords);
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}
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}
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