Minor refactor of ShaderWriter flags. Extracted from the stereo PR
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7 changed files with 39 additions and 33 deletions
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@ -94,7 +94,7 @@ void GenerateStencilFs(char *buffer, const ShaderLanguageDesc &lang, const Draw:
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writer.C("float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }\n");
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writer.BeginFSMain(uniforms, varyings, FSFLAG_NONE);
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writer.BeginFSMain(uniforms, varyings);
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writer.C(" vec4 index = ").SampleTexture2D("tex", "v_texcoord.xy").C(";\n");
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writer.C(" vec4 outColor = index.aaaa;\n"); // Only care about a.
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@ -106,7 +106,7 @@ void GenerateStencilFs(char *buffer, const ShaderLanguageDesc &lang, const Draw:
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writer.C(" gl_FragDepth = gl_FragCoord.z;\n");
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}
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writer.EndFSMain("outColor", FSFLAG_NONE);
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writer.EndFSMain("outColor");
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}
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// This can probably be shared with some other shaders, like reinterpret or the future depth upload.
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