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* Initial implementation of CoreAspect uniform * float -> float_t * Possibly fix wii_u building * vulkan: use float instead of float_t; * slangp: Advertise support of CoreAspect uniform by defining _RARCH_HAS_COREASPECT_UNIFORM early in the shader source, just after "#extension GL_GOOGLE_cpp_style_line_directive : require" * CoreAspect + glsl fix: use glUniform1f() * Add CoreAspectRot uniform. It reports CoreAspect value or 1/CoreAspect when the content is rotated by 90 or 270 deg. * Fixed stupid typo * Just use _HAS_COREASPECT_UNIFORMS to check for CoreAspect uniforms support (was _RARCH_HAS_COREASPECT_UNIFORMS) * Rename CoreAspect, CoreAspectRot, _HAS_COREASPECT_UNIFORMS to OriginalAspect, OriginlAspectRot, _HAS_ORIGINALASPECT_UNIFORMS * GLCore: void Pass::build_semantic_float needs glUniform1f. ...how on earth did it worked for UBO !? * d3d10,11,12, wrong function called by overlook. * Add test shader, will remove that before PR * Fix metal rotated aspect reporting * remove test shader * Fix C89 Build * Use OriginalAspectRotated instead of OriginalAspectRot |
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.. | ||
com-parser | ||
ps3/ps3py | ||
ranetplayer | ||
cg2glsl.py | ||
gas-preprocessor.pl | ||
vulkan_loader_generator.py |