diff --git a/src/core/renderer_gl/renderer_gl.cpp b/src/core/renderer_gl/renderer_gl.cpp index 23c27329..a2dfb9fc 100644 --- a/src/core/renderer_gl/renderer_gl.cpp +++ b/src/core/renderer_gl/renderer_gl.cpp @@ -160,28 +160,28 @@ const char* fragmentShader = R"( switch (func) { case 0: discard; // Never pass alpha test - case 1: break; // Always pass alpha test - case 2: // Pass if equal + case 1: break; // Always pass alpha test + case 2: // Pass if equal if (alpha != reference) discard; break; - case 3: // Pass if not equal + case 3: // Pass if not equal if (alpha == reference) discard; break; - case 4: // Pass if less than + case 4: // Pass if less than if (alpha >= reference) discard; break; - case 5: // Pass if less than or equal + case 5: // Pass if less than or equal if (alpha > reference) discard; break; - case 6: // Pass if greater than + case 6: // Pass if greater than if (alpha <= reference) discard; break; - case 7: // Pass if greater than or equal + case 7: // Pass if greater than or equal if (alpha < reference) discard; break; @@ -196,11 +196,11 @@ const char* displayVertexShader = R"( 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 - ); + 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