implemented viewport scale and offset (but everything seems to flip now :( )

This commit is contained in:
elisha464 2014-02-10 17:57:32 +02:00
parent c2ec1cb709
commit bc38af04a5
2 changed files with 28 additions and 18 deletions

View file

@ -319,7 +319,7 @@ wxString GLVertexDecompilerThread::BuildCode()
wxString f = wxEmptyString;
f += wxString::Format("void %s()\n{\n\tgl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);\n%s}\n", m_funcs[0].name.mb_str(), BuildFuncBody(m_funcs[0]).mb_str());
f += wxString::Format("void %s()\n{\n\tgl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);\n%sgl_Position = gl_Position * scaleOffsetMat;\n}\n", m_funcs[0].name.mb_str(), BuildFuncBody(m_funcs[0]).mb_str());
for(uint i=1; i<m_funcs.GetCount(); ++i)
{
@ -329,6 +329,7 @@ wxString GLVertexDecompilerThread::BuildCode()
static const wxString& prot =
"#version 330\n"
"\n"
"uniform mat4 scaleOffsetMat = mat4(1.0);\n"
"%s\n"
"%s\n"
"%s";