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ShaderGen: Use consistent variable names for texture coordinates
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5 changed files with 49 additions and 52 deletions
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@ -119,11 +119,11 @@ static const u8 rasters[CHARACTER_COUNT][CHARACTER_HEIGHT] = {
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static const char* s_vertexShaderSrc = "uniform vec2 charSize;\n"
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"uniform vec2 offset;"
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"in vec2 rawpos;\n"
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"in vec2 tex0;\n"
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"in vec2 rawtex0;\n"
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"out vec2 uv0;\n"
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"void main(void) {\n"
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" gl_Position = vec4(rawpos + offset,0,1);\n"
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" uv0 = tex0 * charSize;\n"
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" uv0 = rawtex0 * charSize;\n"
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"}\n";
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static const char* s_fragmentShaderSrc = "SAMPLER_BINDING(8) uniform sampler2D samp8;\n"
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