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HLSL/Metal shader conformance

This commit is contained in:
Jack Andersen 2016-09-11 18:56:51 -10:00
parent 7d2370efe0
commit ba0287159a
2 changed files with 2 additions and 2 deletions

View File

@ -46,7 +46,7 @@ static const char* FS =
"\n" "\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n" "float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n" "{\n"
" return vtf.color * tex.Sample(samp, vtf.uv);\n" " return vtf.color * float4(tex.Sample(samp, vtf.uv).rgb, 1.0);\n"
"}\n"; "}\n";
URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTexturedQuadFilter) URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTexturedQuadFilter)

View File

@ -48,7 +48,7 @@ static const char* FS =
"\n" "\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]], texture2d<float> tex [[ texture(0) ]])\n" "fragment float4 fmain(VertToFrag vtf [[ stage_in ]], texture2d<float> tex [[ texture(0) ]])\n"
"{\n" "{\n"
" return vtf.color * tex.sample(samp, vtf.uv);\n" " return vtf.color * float4(tex.sample(samp, vtf.uv).rgb, 1.0);\n"
"}\n"; "}\n";
URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTexturedQuadFilter) URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTexturedQuadFilter)