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Fix formatting & cmake
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parent
ca89909c00
commit
1ac3a474da
4 changed files with 8 additions and 5 deletions
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@ -132,7 +132,7 @@ set(HEADER_FILES include/emulator.hpp include/helpers.hpp include/opengl.hpp inc
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include/PICA/dynapica/shader_rec_emitter_x64.hpp include/PICA/pica_hash.hpp include/result/result.hpp
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include/PICA/dynapica/shader_rec_emitter_x64.hpp include/PICA/pica_hash.hpp include/result/result.hpp
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include/result/result_common.hpp include/result/result_fs.hpp include/result/result_fnd.hpp
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include/result/result_common.hpp include/result/result_fs.hpp include/result/result_fnd.hpp
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include/result/result_gsp.hpp include/result/result_kernel.hpp include/result/result_os.hpp
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include/result/result_gsp.hpp include/result/result_kernel.hpp include/result/result_os.hpp
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include/crypto/aes_engine.hpp include/metaprogramming.hpp
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include/crypto/aes_engine.hpp include/metaprogramming.hpp include/PICA/pica_vertex.hpp
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)
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)
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set(THIRD_PARTY_SOURCE_FILES third_party/imgui/imgui.cpp
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set(THIRD_PARTY_SOURCE_FILES third_party/imgui/imgui.cpp
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@ -28,6 +28,7 @@ struct PicaVertex {
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};
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};
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PicaVertex() {}
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PicaVertex() {}
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};
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};
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// Float is used here instead of Floats::f24 to ensure that Floats::f24 is properly sized for direct interpretations as a float by the render backend
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// Float is used here instead of Floats::f24 to ensure that Floats::f24 is properly sized for direct interpretations as a float by the render backend
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#define ASSERT_POS(member, pos) static_assert(offsetof(PicaVertex, s.member) == pos * sizeof(float), "PicaVertex struct is broken!");
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#define ASSERT_POS(member, pos) static_assert(offsetof(PicaVertex, s.member) == pos * sizeof(float), "PicaVertex struct is broken!");
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@ -189,10 +189,12 @@ const char* fragmentShader = R"(
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return result;
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return result;
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}
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}
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void calcLighting(out vec4 primary_color, out vec4 secondary_color){
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void calcLighting(out vec4 primary_color, out vec4 secondary_color){
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primary_color = vec4(vec3(0.0),1.0);
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primary_color = vec4(vec3(0.5) ,1.0);
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secondary_color = vec4(vec3(0.0),1.0);
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secondary_color = vec4(vec3(0.5) ,1.0);
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}
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}
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void main() {
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void main() {
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vec2 tex2UV = (u_textureConfig & (1u << 13)) != 0u ? v_texcoord1 : v_texcoord2;
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vec2 tex2UV = (u_textureConfig & (1u << 13)) != 0u ? v_texcoord1 : v_texcoord2;
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