This is the technically correct layout, lets see what windows has to say about it

This commit is contained in:
EmeraldLoc 2026-06-19 13:54:16 -05:00
parent afffc91744
commit 14cd303dfd

View file

@ -220,7 +220,7 @@ char *gfx_generate_default_fragment_shader_from_cc(struct ColorCombiner *cc) {
append_line(fs_buf, &fs_len, "#version 410 core");
append_line(fs_buf, &fs_len, "out vec4 fragColor;");
for (int t = 0; t < 2; t++) {
if (!opt_tex_persp) { append_str(fs_buf, &fs_len, "noperspective "); }
if (opt_tex_persp) { append_str(fs_buf, &fs_len, "noperspective "); }
fs_len += sprintf(fs_buf + fs_len, "in vec2 vTexCoord%d;\n", t);
}
append_line(fs_buf, &fs_len, "in vec4 vFog;");
@ -558,7 +558,7 @@ static void process_shader_line(struct Shader *shader, struct ShaderInput *refer
for (int i = 0; i < MAX_SHADER_INPUTS; i++) {
if (referenceInputs[i].name[0] != '\0' && strcmp(referenceInputs[i].name, name) == 0) {
char layoutLine[sizeof(type) + MAX_SHADER_VARIABLE_NAME + 64];
snprintf(layoutLine, sizeof(layoutLine), "%s layout(location=%d) in %s %s", qualifier, referenceInputs[i].location, type, name);
snprintf(layoutLine, sizeof(layoutLine), "layout(location=%d) %s in %s %s", referenceInputs[i].location, qualifier, type, name);
strncat(output, layoutLine, MAX_SHADER_CODE - strlen(output) - 1);
return;
}
@ -584,7 +584,7 @@ static void process_shader_line(struct Shader *shader, struct ShaderInput *refer
shader->shaderOutputs[sShaderOutputCount].location = sShaderOutputCount;
}
char layoutLine[sizeof(type) + MAX_SHADER_VARIABLE_NAME + 64];
snprintf(layoutLine, sizeof(layoutLine), "%s layout(location=%d) out %s %s", qualifier, sShaderOutputCount, type, name);
snprintf(layoutLine, sizeof(layoutLine), "layout(location=%d) %s out %s %s", sShaderOutputCount, qualifier, type, name);
strncat(output, layoutLine, MAX_SHADER_CODE - strlen(output) - 1);
if (sShaderOutputCount < MAX_SHADER_OUTPUTS - 1) { sShaderOutputCount++; }
return;