Fix mask positioning on OpenGL
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631e16ce9b
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@ -22,8 +22,13 @@ out vec2 vMaskTexCoord;
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out float vBackdrop;
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void main(){
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vec2 position = mix(vec2(- 1.0), vec2(1.0), aPosition);
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vMaskTexCoord = aMaskTexCoord;
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vBackdrop = float(aBackdrop);
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gl_Position = vec4(mix(vec2(- 1.0, 1.0), vec2(1.0, - 1.0), aPosition), 0.0, 1.0);
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gl_Position = vec4(position, 0.0, 1.0);
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}
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@ -21,9 +21,11 @@ struct main0_in
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vertex main0_out main0(main0_in in [[stage_in]])
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{
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main0_out out = {};
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float2 position = mix(float2(-1.0), float2(1.0), in.aPosition);
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position.y = -position.y;
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out.vMaskTexCoord = in.aMaskTexCoord;
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out.vBackdrop = float(in.aBackdrop);
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out.gl_Position = float4(mix(float2(-1.0, 1.0), float2(1.0, -1.0), in.aPosition), 0.0, 1.0);
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out.gl_Position = float4(position, 0.0, 1.0);
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return out;
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}
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@ -20,7 +20,12 @@ out vec2 vMaskTexCoord;
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out float vBackdrop;
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void main() {
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vec2 position = mix(vec2(-1.0), vec2(1.0), aPosition);
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#ifdef PF_ORIGIN_UPPER_LEFT
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position.y = -position.y;
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#endif
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vMaskTexCoord = aMaskTexCoord;
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vBackdrop = float(aBackdrop);
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gl_Position = vec4(mix(vec2(-1.0, 1.0), vec2(1.0, -1.0), aPosition), 0.0, 1.0);
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gl_Position = vec4(position, 0.0, 1.0);
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}
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