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author Julian Sikorski <belegdol+github@gmail.com>2019-10-13 13:50:38 +0200
committer R. Belmont <rb6502@users.noreply.github.com>2019-10-13 07:50:38 -0400
commit0837e7451a84f95c29dbdb9bd6b8b931fee1635d (patch)
tree626bcbd250a7fbebdf5958a288d2f438d4f9fb5a /3rdparty/bgfx/examples/37-gpudrivenrendering/cs_gdr_occlude_props.sc
parentc913ccb59d713ce0b91135520719ac5385e54358 (diff)
WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* Sync with bgfx upstream revision b91d0b6 * Sync with bx upstream revision d60912b * Sync with bimg upstream revision bd81f60 * Add astc-codec decoder * Rename VertexDecl to VertexLayout * Rename UniformType enum Int1 to Sampler. * Add NVN stub * Fix unused-const-variable error on macOS * Drop redundant explicit language parameters buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only applied to objective c++ files. As such, hardcoding -x offers no benefit while preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on macOS) from working. * Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning * Build bgfx as Objective-C++ on macOS It is needed due to included headers * Enable Direct3D12 and Vulkan bgfx rendering backends * Enable building of spirv shaders * Properly escape /c in cmd call * Comment out dx12 bgfx renderer * Honor VERBOSE setting during shaders build * Only invert hlsl shader XYZ_TO_sRGB matrix for opengl * Add spirv shaders * OpenGL ES needs transposed matrix too * Metal needs transposed matrix as well
Diffstat (limited to '3rdparty/bgfx/examples/37-gpudrivenrendering/cs_gdr_occlude_props.sc')
-rw-r--r--3rdparty/bgfx/examples/37-gpudrivenrendering/cs_gdr_occlude_props.sc7
1 files changed, 7 insertions, 0 deletions
diff --git a/3rdparty/bgfx/examples/37-gpudrivenrendering/cs_gdr_occlude_props.sc b/3rdparty/bgfx/examples/37-gpudrivenrendering/cs_gdr_occlude_props.sc
index aced7da3c44..2648eb4d075 100644
--- a/3rdparty/bgfx/examples/37-gpudrivenrendering/cs_gdr_occlude_props.sc
+++ b/3rdparty/bgfx/examples/37-gpudrivenrendering/cs_gdr_occlude_props.sc
@@ -51,6 +51,9 @@ void main()
//transform World space aaBox to NDC
vec4 clipPos = mul( u_viewProj, vec4(boxCorners[i], 1) );
+#if BGFX_SHADER_LANGUAGE_GLSL
+ clipPos.z = 0.5 * ( clipPos.z + clipPos.w );
+#endif
clipPos.z = max(clipPos.z, 0);
clipPos.xyz = clipPos.xyz / clipPos.w;
@@ -83,6 +86,10 @@ void main()
if (dims.x <= 2 && dims.y <= 2)
mip = level_lower;
+#if BGFX_SHADER_LANGUAGE_GLSL
+ boxUVs.y = 1.0 - boxUVs.y;
+ boxUVs.w = 1.0 - boxUVs.w;
+#endif
//load depths from high z buffer
vec4 depth =
{