MSL vs/fs shaders use spirv-cross

This commit is contained in:
attilaz
2019-01-22 22:31:41 +01:00
parent dbdb41d5c8
commit 5dba3a93af
5 changed files with 37 additions and 34 deletions

View File

@@ -51,7 +51,7 @@ vec4 SampleAtlas( vec3 page, vec2 uv )
uv *= BorderScale;
uv += BorderOffset;
vec2 offset = floor( page.xy * 255 + 0.5 );
vec2 offset = floor( page.xy * 255.0 + 0.5 );
return texture2D( s_vt_texture_atlas, ( offset + uv ) * AtlasScale );
}
@@ -60,10 +60,10 @@ vec4 SampleAtlas( vec3 page, vec2 uv )
vec4 VirtualTextureTrilinear( vec2 uv )
{
float miplevel = MipLevel( uv, VirtualTextureSize );
miplevel = clamp( miplevel, 0, log2( PageTableSize )-1 );
miplevel = clamp( miplevel, 0.0, log2( PageTableSize )-1.0 );
float mip1 = floor( miplevel );
float mip2 = mip1 + 1;
float mip2 = mip1 + 1.0;
float mipfrac = miplevel - mip1;
vec3 page1 = SampleTable( uv, mip1 );