Handle hlsl/glsl matrix dimension order properly in buffer formatter

This commit is contained in:
baldurk
2020-06-05 14:19:39 +01:00
parent fe8a35b2f0
commit 8ff6251d98
2 changed files with 2 additions and 2 deletions
+1 -1
View File
@@ -229,7 +229,7 @@ ShaderConstant BufferFormatter::ParseFormatString(const QString &formatString, u
QString arrayDim = !match.captured(7).isEmpty() ? match.captured(7).trimmed() : lit("[1]");
arrayDim = arrayDim.mid(1, arrayDim.count() - 2);
if(!match.captured(5).isEmpty())
if(!match.captured(5).isEmpty() && basetype != lit("mat"))
firstDim.swap(secondDim);
el.type.descriptor.name = match.captured(1) + match.captured(2) + match.captured(3) +