Update the postprocessing shader and vertex array for the Metal changes.
Closes #201.
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@ -654,7 +654,7 @@ where
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}
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}
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}
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}
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self.device.draw_arrays(4, &RenderState {
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self.device.draw_elements(6, &RenderState {
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target: &self.dest_render_target(),
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target: &self.dest_render_target(),
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program: &self.postprocess_program.program,
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program: &self.postprocess_program.program,
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vertex_array: &self.postprocess_vertex_array.vertex_array,
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vertex_array: &self.postprocess_vertex_array.vertex_array,
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@ -1451,7 +1451,7 @@ where
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device.configure_vertex_attr(&vertex_array, &position_attr, &VertexAttrDescriptor {
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device.configure_vertex_attr(&vertex_array, &position_attr, &VertexAttrDescriptor {
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size: 2,
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size: 2,
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class: VertexAttrClass::Int,
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class: VertexAttrClass::Int,
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attr_type: VertexAttrType::U16,
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attr_type: VertexAttrType::I16,
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stride: 4,
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stride: 4,
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offset: 0,
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offset: 0,
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divisor: 0,
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divisor: 0,
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@ -19,7 +19,13 @@ in ivec2 aPosition;
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out vec2 vTexCoord;
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out vec2 vTexCoord;
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void main(){
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void main(){
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vTexCoord = vec2(aPosition);
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vec2 position = vec2(aPosition);
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gl_Position = vec4(vec2(aPosition)* 2.0 - 1.0, 0.0, 1.0);
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vTexCoord = position;
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gl_Position = vec4(vec2(position)* 2.0 - 1.0, 0.0, 1.0);
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}
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}
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@ -18,8 +18,10 @@ struct main0_in
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vertex main0_out main0(main0_in in [[stage_in]])
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vertex main0_out main0(main0_in in [[stage_in]])
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{
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{
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main0_out out = {};
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main0_out out = {};
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out.vTexCoord = float2(in.aPosition);
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float2 position = float2(in.aPosition);
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out.gl_Position = float4((float2(in.aPosition) * 2.0) - float2(1.0), 0.0, 1.0);
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out.vTexCoord = position;
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position.y = 1.0 - position.y;
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out.gl_Position = float4((float2(position) * 2.0) - float2(1.0), 0.0, 1.0);
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return out;
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return out;
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}
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}
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@ -17,6 +17,12 @@ in ivec2 aPosition;
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out vec2 vTexCoord;
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out vec2 vTexCoord;
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void main() {
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void main() {
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vTexCoord = vec2(aPosition);
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vec2 position = vec2(aPosition);
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gl_Position = vec4(vec2(aPosition) * 2.0 - 1.0, 0.0, 1.0);
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vTexCoord = position;
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#ifdef PF_ORIGIN_UPPER_LEFT
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// FIXME(pcwalton): This is wrong.
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position.y = 1.0 - position.y;
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#endif
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gl_Position = vec4(vec2(position) * 2.0 - 1.0, 0.0, 1.0);
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}
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}
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