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Handle hlsl/glsl matrix dimension order properly in buffer formatter
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@@ -229,7 +229,7 @@ ShaderConstant BufferFormatter::ParseFormatString(const QString &formatString, u
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QString arrayDim = !match.captured(7).isEmpty() ? match.captured(7).trimmed() : lit("[1]");
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arrayDim = arrayDim.mid(1, arrayDim.count() - 2);
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if(!match.captured(5).isEmpty())
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if(!match.captured(5).isEmpty() && basetype != lit("mat"))
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firstDim.swap(secondDim);
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el.type.descriptor.name = match.captured(1) + match.captured(2) + match.captured(3) +
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@@ -522,7 +522,7 @@ void Reflector::PostParse()
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}
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else if(type.type == DataType::MatrixType)
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{
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type.name += StringFormat::Fmt("%ux%u", type.matrix().count, type.vector().count);
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type.name += StringFormat::Fmt("%ux%u", type.vector().count, type.matrix().count);
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}
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}
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else if(type.type == DataType::ImageType)
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