870a3011ed
There is something odd when running on Metal: note how the uv is vec3 instead of vec2, in order to make the vertex-tesc-tese data to look like this: struct main0_out { float3 out_uv; float3 out_normal; float4 gl_Position; }; if out_uv was float2 we'd get some strange rendering results, perhaps due to something related to alignment. But have no means to investigate this further. Change-Id: I79d4edb2ddde3971c599c4326d98e99a49aa7122 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io> |
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.. | ||
buildshaders.bat | ||
bwqt224_64_nomips.dds | ||
bwqt224_64.png | ||
color.frag | ||
color.frag.qsb | ||
color.vert | ||
color.vert.qsb | ||
cube.h | ||
dds_bc1.h | ||
examplefw.h | ||
OpenfootageNET_fieldairport-512.hdr | ||
qt256_bc1_9mips.dds | ||
qt256.png | ||
texture_arr.frag | ||
texture_arr.frag.qsb | ||
texture_arr.vert | ||
texture_arr.vert.qsb | ||
texture_ms4.frag | ||
texture_ms4.frag.qsb | ||
texture.frag | ||
texture.frag.qsb | ||
texture.vert | ||
texture.vert.qsb |