A bit of cleanup

This commit is contained in:
David Chavez 2022-05-30 23:19:45 +02:00
commit 831cd63cb3

View file

@ -384,12 +384,9 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
if (cc_features.used_textures[i]) { if (cc_features.used_textures[i]) {
bool s = cc_features.clamp[i][0], t = cc_features.clamp[i][1]; bool s = cc_features.clamp[i][0], t = cc_features.clamp[i][1];
#ifdef __APPLE__ #ifndef __APPLE__
// we used the uniform earlier
//fs_len += sprintf(fs_buf + fs_len, "vec2 texSize%d = vec2(1/192.0, 1/32.0);\n", i);
#else
fs_len += sprintf(fs_buf + fs_len, "vec2 texSize%d = textureSize(uTex%d, 0);\n", i, i); fs_len += sprintf(fs_buf + fs_len, "vec2 texSize%d = textureSize(uTex%d, 0);\n", i, i);
#endif #endif
if (!s && !t) { if (!s && !t) {
fs_len += sprintf(fs_buf + fs_len, "vec4 texVal%d = hookTexture2D(uTex%d, vTexCoord%d, texSize%d);\n", i, i, i, i); fs_len += sprintf(fs_buf + fs_len, "vec4 texVal%d = hookTexture2D(uTex%d, vTexCoord%d, texSize%d);\n", i, i, i, i);
@ -568,10 +565,7 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
GLint uniform_location_0 = glGetUniformLocation(shader_program, "texSize0"); GLint uniform_location_0 = glGetUniformLocation(shader_program, "texSize0");
glUniform1i(sampler_location, 0); glUniform1i(sampler_location, 0);
int mtex = ctex; int mtex = cc_features.used_textures[1] ? ctex - 1 : ctex;
if (cc_features.used_textures[1]) {
mtex = ctex - 1;
}
glUniform2f(uniform_location_0, opengl_tex[mtex].size[0], opengl_tex[mtex].size[1]); glUniform2f(uniform_location_0, opengl_tex[mtex].size[0], opengl_tex[mtex].size[1]);
} }
if (cc_features.used_textures[1]) { if (cc_features.used_textures[1]) {