Use matching name for GL input/output variables

* GL doesn't use location matching due to it not being supported always.
This commit is contained in:
baldurk committed 2026-10-29 17:33:20 +00:00
1 parent d4f5a7e3ac
commit b1620e0ae5
2 files changed
+21 -18

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+14 -14
View File
@@ -105,7 +105,7 @@ uniform PRECISION sampler2DRectShadow tex2DRectShadow;
#endif
in vec4 input_uvwa;
in vec4 v2f_uvwa;
out RESULT Output;
#ifdef GATHER_OFFSETS
@@ -204,12 +204,12 @@ RESULT DoFetch2DMSArray()
RESULT DoSampleBias2D()
{
return textureOffset(tex2D, input_uvwa.xy, fetch_offset.xy, debugsample.gles_bias);
return textureOffset(tex2D, v2f_uvwa.xy, fetch_offset.xy, debugsample.gles_bias);
}
RESULT DoSampleBias3D()
{
return textureOffset(tex3D, input_uvwa.xyz, fetch_offset.xyz, debugsample.gles_bias);
return textureOffset(tex3D, v2f_uvwa.xyz, fetch_offset.xyz, debugsample.gles_bias);
}
RESULT DoSampleBiasCube()
@@ -217,7 +217,7 @@ RESULT DoSampleBiasCube()
#if FLOAT_TEX
// no offsets for cubes
return texture(texCube, input_uvwa.xyz, debugsample.gles_bias);
return texture(texCube, v2f_uvwa.xyz, debugsample.gles_bias);
#else
// cubes are only handled on float type
@@ -227,7 +227,7 @@ RESULT DoSampleBiasCube()
RESULT DoSampleBias2DArray()
{
return textureOffset(tex2DArray, input_uvwa.xyz, fetch_offset.xy, debugsample.gles_bias);
return textureOffset(tex2DArray, v2f_uvwa.xyz, fetch_offset.xy, debugsample.gles_bias);
}
#ifdef TEXSAMPLE_CUBE_ARRAY
@@ -236,7 +236,7 @@ RESULT DoSampleBiasCubeArray()
#if FLOAT_TEX
// no offsets for cubes
return texture(texCubeArray, input_uvwa.xyzw, debugsample.gles_bias);
return texture(texCubeArray, v2f_uvwa.xyzw, debugsample.gles_bias);
#else
// cubes are only handled on float type
@@ -249,7 +249,7 @@ RESULT DoSampleDrefBias2D()
{
#if FLOAT_TEX
return vec4(textureOffset(tex2DShadow, vec3(input_uvwa.xy, debugsample.compare), fetch_offset.xy,
return vec4(textureOffset(tex2DShadow, vec3(v2f_uvwa.xy, debugsample.compare), fetch_offset.xy,
debugsample.gles_bias),
0, 0, 0);
@@ -265,23 +265,23 @@ RESULT DoSampleDrefBias2D()
#ifdef OPENGL_CORE
RESULT DoQueryLod1D()
{
return RESULT(FLOAT_CONV(textureQueryLod(tex1D, input_uvwa.x)), 0, 0);
return RESULT(FLOAT_CONV(textureQueryLod(tex1D, v2f_uvwa.x)), 0, 0);
}
RESULT DoQueryLod2D()
{
return RESULT(FLOAT_CONV(textureQueryLod(tex2D, input_uvwa.xy)), 0, 0);
return RESULT(FLOAT_CONV(textureQueryLod(tex2D, v2f_uvwa.xy)), 0, 0);
}
RESULT DoQueryLod3D()
{
return RESULT(FLOAT_CONV(textureQueryLod(tex3D, input_uvwa.xyz)), 0, 0);
return RESULT(FLOAT_CONV(textureQueryLod(tex3D, v2f_uvwa.xyz)), 0, 0);
}
RESULT DoQueryLodCube()
{
#if FLOAT_TEX
return RESULT(FLOAT_CONV(textureQueryLod(texCube, input_uvwa.xyz)), 0, 0);
return RESULT(FLOAT_CONV(textureQueryLod(texCube, v2f_uvwa.xyz)), 0, 0);
#else
// cubes are only handled on float type
return RESULT(0, 0, 0, 0);
@@ -290,19 +290,19 @@ RESULT DoQueryLodCube()
RESULT DoQueryLod1DArray()
{
return RESULT(FLOAT_CONV(textureQueryLod(tex1DArray, input_uvwa.x)), 0, 0);
return RESULT(FLOAT_CONV(textureQueryLod(tex1DArray, v2f_uvwa.x)), 0, 0);
}
RESULT DoQueryLod2DArray()
{
return RESULT(FLOAT_CONV(textureQueryLod(tex2DArray, input_uvwa.xy)), 0, 0);
return RESULT(FLOAT_CONV(textureQueryLod(tex2DArray, v2f_uvwa.xy)), 0, 0);
}
#ifdef TEXSAMPLE_CUBE_ARRAY
RESULT DoQueryLodCubeArray()
{
#if FLOAT_TEX
return RESULT(FLOAT_CONV(textureQueryLod(texCubeArray, input_uvwa.xyz)), 0, 0);
return RESULT(FLOAT_CONV(textureQueryLod(texCubeArray, v2f_uvwa.xyz)), 0, 0);
#else
// cubes are only handled on float type
return RESULT(0, 0, 0, 0);
+7 -4
View File
@@ -24,7 +24,10 @@
#include "glsl_globals.h"
layout(location = 0) out vec4 uvwa;
#ifdef VULKAN
layout(location = 0)
#endif
out vec4 v2f_uvwa;
#ifdef VULKAN
@@ -59,9 +62,9 @@ void main(void)
#endif
gl_Position = verts[VERTEX_ID];
uvwa = in_uvwa;
v2f_uvwa = in_uvwa;
if(VERTEX_ID == 1)
uvwa.xyz += in_ddx.xyz;
v2f_uvwa.xyz += in_ddx.xyz;
else if(VERTEX_ID == 2)
uvwa.xyz += in_ddy.xyz;
v2f_uvwa.xyz += in_ddy.xyz;
}