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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/common/font/fs_font_basic.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/common/font/fs_font_basic.sc')
-rw-r--r--3rdparty/bgfx/examples/common/font/fs_font_basic.sc9
1 files changed, 3 insertions, 6 deletions
diff --git a/3rdparty/bgfx/examples/common/font/fs_font_basic.sc b/3rdparty/bgfx/examples/common/font/fs_font_basic.sc
index 7b4b6636fde..1c3a38be7cd 100644
--- a/3rdparty/bgfx/examples/common/font/fs_font_basic.sc
+++ b/3rdparty/bgfx/examples/common/font/fs_font_basic.sc
@@ -8,11 +8,8 @@ void main()
{
vec4 color = textureCube(s_texColor, v_texcoord0.xyz);
int index = int(v_texcoord0.w*4.0 + 0.5);
- float rgba[4];
- rgba[0] = color.z;
- rgba[1] = color.y;
- rgba[2] = color.x;
- rgba[3] = color.w;
- float alpha = rgba[index];
+ float alpha = index < 1 ? color.z :
+ index < 2 ? color.y :
+ index < 3 ? color.x : color.w;
gl_FragColor = vec4(v_color0.xyz, v_color0.a * alpha);
}