graphicsdriver/metal: Simplify the projection matrix

This commit is contained in:
Hajime Hoshi 2020-05-08 05:06:09 +09:00
parent ce965077d8
commit 7068eb9284

View File

@ -76,15 +76,19 @@ vertex VertexOut VertexShader(
) { ) {
float4x4 projectionMatrix = float4x4( float4x4 projectionMatrix = float4x4(
float4(2.0 / viewport_size.x, 0, 0, 0), float4(2.0 / viewport_size.x, 0, 0, 0),
float4(0, -2.0 / viewport_size.y, 0, 0), float4(0, 2.0 / viewport_size.y, 0, 0),
float4(0, 0, 1, 0), float4(0, 0, 1, 0),
float4(-1, 1, 0, 1) float4(-1, -1, 0, 1)
); );
VertexIn in = vertices[vid]; VertexIn in = vertices[vid];
// TODO: Is this a correct fix?
float4 pos = projectionMatrix * float4(in.position, 0, 1);
pos.y = -pos.y;
VertexOut out = { VertexOut out = {
.position = projectionMatrix * float4(in.position, 0, 1), .position = pos,
.tex = in.tex, .tex = in.tex,
.tex_region = in.tex_region, .tex_region = in.tex_region,
.color = in.color, .color = in.color,