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external glsl: use define macro for matrix constructor #582

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merged 2 commits into from
Jun 9, 2015

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gregory38
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This way, matrix can be filled by column in glsl and by row in hlsl

I hope it will fix issue in opengl without breaking Dx.

This way, matrix can be filled by column in glsl and by row in hlsl
@turtleli
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turtleli commented Jun 6, 2015

Bad copy and paste?
After changing line 92-93 from

#define matrix3(a0, a1, a2, a3, b0, b1, b2, b3, c0, c1, c2, c3, d0, d1, d2, d3) \
    float3x3(a0, a1, a2, b0, b1, b2, c0, c1, c2);

to

#define matrix3(a0, a1, a2, b0, b1, b2, c0, c1, c2) \
    float3x3(a0, a1, a2, b0, b1, b2, c0, c1, c2);

it compiles fine with the HLSL compiler fxc.exe

gregory38 added a commit that referenced this pull request Jun 9, 2015
external glsl: use define macro for matrix constructor
@gregory38 gregory38 merged commit 206d200 into master Jun 9, 2015
@tsunami2311
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No go in opengl still, but it does work in DX 4e82073 now, also noticed build 206d200 hasnt been built last build is from 14 hours ago I will test again when they built to see if actual did fix opengl but the shader is working with dx again

@tsunami2311
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tested again with 72b828e build which has the changes, Shader still dont work in OpenGL, Shader still remains working in DX. all tests done Win 7 nvidia drivers 350.12

am i really the only testing these changes you are attempting gregory? or am i just the only one really complained about shader not working in opengl?, either way i happy help with the tests, when you get time to look for the fix.

@turtleli
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Seems to work for me, both OpenGL and DirectX. I've tested scanlines and color grading.
GTX970, Windows 8.1 NVIDIA 353.06 (not the most stable of drivers), didn't test it on my Linux install but it'll probably work there too.

Might be better if you posted in issue #556?

@gregory38 gregory38 deleted the external-shader-opengl branch June 14, 2015 08:57
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3 participants