Metal fixes
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baac97fb17
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61ff96786f
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@ -18,7 +18,7 @@ void main() {
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// Scale vertex attribute to [0-1] range
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const vec2 madd = vec2(0.5, 0.5);
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texCoord = pos.xy * madd + madd;
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#ifdef HLSL
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#ifdef _InvY
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texCoord.y = 1.0 - texCoord.y;
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#endif
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@ -26,7 +26,7 @@ void main() {
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// #ifdef _CPos
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// NDC (at the back of cube)
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// vec4 v = vec4(pos.xy, 1.0, 1.0);
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// vec4 v = vec4(pos.xy, 1.0, 1.0);
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// v = vec4(invVP * v);
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// v.xyz /= v.w;
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// viewRay = v.xyz - eye;
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@ -10,7 +10,7 @@ void main() {
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// Scale vertex attribute to 0-1 range
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const vec2 madd = vec2(0.5, 0.5);
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texCoord = pos.xy * madd + madd;
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#ifdef HLSL
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#ifdef _InvY
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texCoord.y = 1.0 - texCoord.y;
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#endif
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@ -452,6 +452,12 @@ def write_compiledglsl(defs, make_variants):
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if make_variants and d.endswith('var'):
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continue # Write a shader variant instead
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f.write("#define " + d + "\n")
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f.write("""#if defined(HLSL) || defined(METAL)
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#define _InvY
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#endif
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""")
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f.write("""const float PI = 3.1415926535;
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const float PI2 = PI * 2.0;
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const vec2 shadowmapSize = vec2(""" + str(shadowmap_size) + """, """ + str(shadowmap_size) + """);
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