Fix display drawing

Disable depth-testing, the display vertex-shader, and the
viewport/scissor positioning of the bottom screen.

We have visual!
This commit is contained in:
Wunkolo 2023-08-24 11:29:35 -07:00
parent e4195d4d4d
commit 57ee0a3db9
2 changed files with 6 additions and 22 deletions

View file

@ -2,22 +2,6 @@
layout(location = 0) out vec2 UV;
void main() {
const vec4 positions[4] = vec4[](
vec4(-1.0, 1.0, 1.0, 1.0), // Top-left
vec4(1.0, 1.0, 1.0, 1.0), // Top-right
vec4(-1.0, -1.0, 1.0, 1.0), // Bottom-left
vec4(1.0, -1.0, 1.0, 1.0) // Bottom-right
);
// The 3DS displays both screens' framebuffer rotated 90 deg counter clockwise
// So we adjust our texcoords accordingly
const vec2 texcoords[4] = vec2[](
vec2(1.0, 1.0), // Top-right
vec2(1.0, 0.0), // Bottom-right
vec2(0.0, 1.0), // Top-left
vec2(0.0, 0.0) // Bottom-left
);
gl_Position = positions[gl_VertexIndex];
UV = texcoords[gl_VertexIndex];
UV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(UV * 2.0f + -1.0f, 0.0f, 1.0f);
}