gl_shader_gen: Collapse several format calls into one
Same behavior, but performs one formatting pass without altering the readability of the formatting.
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1 changed files with 12 additions and 15 deletions
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@ -1583,22 +1583,19 @@ ShaderDecompiler::ProgramResult GenerateTrivialVertexShader(bool separable_shade
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out += "#extension GL_ARB_separate_shader_objects : enable\n";
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out += "#extension GL_ARB_separate_shader_objects : enable\n";
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}
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}
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out += fmt::format("layout(location = {}) in vec4 vert_position;\n",
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static_cast<int>(ATTRIBUTE_POSITION));
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out += fmt::format("layout(location = {}) in vec4 vert_color;\n",
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static_cast<int>(ATTRIBUTE_COLOR));
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out += fmt::format("layout(location = {}) in vec2 vert_texcoord0;\n",
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static_cast<int>(ATTRIBUTE_TEXCOORD0));
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out += fmt::format("layout(location = {}) in vec2 vert_texcoord1;\n",
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static_cast<int>(ATTRIBUTE_TEXCOORD1));
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out += fmt::format("layout(location = {}) in vec2 vert_texcoord2;\n",
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static_cast<int>(ATTRIBUTE_TEXCOORD2));
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out += fmt::format("layout(location = {}) in float vert_texcoord0_w;\n",
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static_cast<int>(ATTRIBUTE_TEXCOORD0_W));
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out += fmt::format("layout(location = {}) in vec4 vert_normquat;\n",
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static_cast<int>(ATTRIBUTE_NORMQUAT));
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out +=
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out +=
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fmt::format("layout(location = {}) in vec3 vert_view;\n", static_cast<int>(ATTRIBUTE_VIEW));
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fmt::format("layout(location = {}) in vec4 vert_position;\n"
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"layout(location = {}) in vec4 vert_color;\n"
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"layout(location = {}) in vec2 vert_texcoord0;\n"
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"layout(location = {}) in vec2 vert_texcoord1;\n"
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"layout(location = {}) in vec2 vert_texcoord2;\n"
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"layout(location = {}) in float vert_texcoord0_w;\n"
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"layout(location = {}) in vec4 vert_normquat;\n"
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"layout(location = {}) in vec3 vert_view;\n",
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static_cast<int>(ATTRIBUTE_POSITION), static_cast<int>(ATTRIBUTE_COLOR),
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static_cast<int>(ATTRIBUTE_TEXCOORD0), static_cast<int>(ATTRIBUTE_TEXCOORD1),
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static_cast<int>(ATTRIBUTE_TEXCOORD2), static_cast<int>(ATTRIBUTE_TEXCOORD0_W),
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static_cast<int>(ATTRIBUTE_NORMQUAT), static_cast<int>(ATTRIBUTE_VIEW));
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out += GetVertexInterfaceDeclaration(true, separable_shader);
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out += GetVertexInterfaceDeclaration(true, separable_shader);
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