fix sprites on mac
This commit is contained in:
parent
19ec772a02
commit
ac5c52ea9f
@ -379,12 +379,14 @@ vs_billboard_source_metal_macos := u8.[
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fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> sprite [[texture(0)]], sampler spritesmp [[sampler(0)]])
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{
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main0_out out = {};
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float4 _27 = sprite.sample(spritesmp, in.uv_in);
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if (_27.w < 0.00999999977648258209228515625)
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float2 _12 = in.uv_in;
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_12.y = 1.0 - _12.y;
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float4 _35 = sprite.sample(spritesmp, _12);
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if (_35.w < 0.00999999977648258209228515625)
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{
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discard_fragment();
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}
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out.color = float4(_27.xyz * 0.5, 1.0);
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out.color = float4(_35.xyz * 0.5, 1.0);
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return out;
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}
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@ -411,19 +413,22 @@ fs_billboard_source_metal_macos := u8.[
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];
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billboard_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
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desc: sg_shader_desc;
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@ -35,9 +35,7 @@ layout(binding = 0) uniform sampler spritesmp;
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void main() {
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vec2 uv = uv_in;
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#if SOKOL_GLSL
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uv.y = 1.0 - uv.y;
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#endif
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vec4 sampled = texture(sampler2D(sprite, spritesmp), uv);
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if(sampled.a < 0.01) discard;
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color = vec4(sampled.rgb * 0.5, 1.0);
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@ -399,7 +399,13 @@ draw_ui_rect_animation:: (r: GR.Rect, animationPlayer: *Animation_Player) {
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cast(float) frame.w / cast(float)animation.sheet_w,
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cast(float) frame.h / cast(float)animation.sheet_h,
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};
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immediate_quad(.{r.x, r.y}, .{r.x + r.w, r.y}, .{r.x + r.w, r.y + r.h}, .{r.x, r.y + r.h}, .{0.9,0.9,0.9,1}, .{uv.x, uv.y}, .{uv.x + uv.z, uv.y}, .{uv.x + uv.z, uv.y + uv.w}, .{uv.x, uv.y + uv.w});
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uv0 := flip_y_if_plat(Vector2.{uv.x, uv.y});
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uv1 := flip_y_if_plat(Vector2.{uv.x + uv.z, uv.y});
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uv2 := flip_y_if_plat(Vector2.{uv.x + uv.z, uv.y + uv.w});
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uv3 := flip_y_if_plat(Vector2.{uv.x, uv.y + uv.w});
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immediate_quad(.{r.x, r.y}, .{r.x + r.w, r.y}, .{r.x + r.w, r.y + r.h}, .{r.x, r.y + r.h}, .{0.9,0.9,0.9,1}, uv0, uv1, uv2, uv3);
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immediate_flush();
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set_shader_for_color();
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}
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