diff --git a/GPU/Common/DrawEngineCommon.cpp b/GPU/Common/DrawEngineCommon.cpp index 0d2a8de03293..abe7e7cf2d9d 100644 --- a/GPU/Common/DrawEngineCommon.cpp +++ b/GPU/Common/DrawEngineCommon.cpp @@ -760,7 +760,5 @@ void TessellationDataTransfer::CopyControlPoints(float *pos, float *tex, float * memcpy(col, Vec4f::FromRGBA(points[i]->color_32).AsArray(), 4 * sizeof(float)); col += colStride; } - } else { - memcpy(col, Vec4f::FromRGBA(points[0]->color_32).AsArray(), 4 * sizeof(float)); } } diff --git a/GPU/Common/ShaderId.cpp b/GPU/Common/ShaderId.cpp index 83bbd08e3e11..e7ed0b4e87a0 100644 --- a/GPU/Common/ShaderId.cpp +++ b/GPU/Common/ShaderId.cpp @@ -53,6 +53,7 @@ std::string VertexShaderDesc(const ShaderID &id) { if (id.Bit(VS_BIT_SPLINE)) desc << "Spline "; if (id.Bit(VS_BIT_HAS_COLOR_TESS)) desc << "TessC "; if (id.Bit(VS_BIT_HAS_TEXCOORD_TESS)) desc << "TessT "; + if (id.Bit(VS_BIT_HAS_NORMAL_TESS)) desc << "TessN "; if (id.Bit(VS_BIT_NORM_REVERSE_TESS)) desc << "TessRevN "; return desc.str(); @@ -73,6 +74,7 @@ void ComputeVertexShaderID(ShaderID *id_out, u32 vertType, bool useHWTransform) bool doSpline = gstate_c.spline; bool hasColorTess = (gstate.vertType & GE_VTYPE_COL_MASK) != 0 && (doBezier || doSpline); bool hasTexcoordTess = (gstate.vertType & GE_VTYPE_TC_MASK) != 0 && (doBezier || doSpline); + bool hasNormalTess = (gstate.vertType & GE_VTYPE_NRM_MASK) != 0 && (doBezier || doSpline); bool enableFog = gstate.isFogEnabled() && !isModeThrough && !gstate.isModeClear(); bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled() && !isModeThrough; @@ -139,6 +141,7 @@ void ComputeVertexShaderID(ShaderID *id_out, u32 vertType, bool useHWTransform) id.SetBit(VS_BIT_SPLINE, doSpline); id.SetBit(VS_BIT_HAS_COLOR_TESS, hasColorTess); id.SetBit(VS_BIT_HAS_TEXCOORD_TESS, hasTexcoordTess); + id.SetBit(VS_BIT_HAS_NORMAL_TESS, hasNormalTess); id.SetBit(VS_BIT_NORM_REVERSE_TESS, gstate.isPatchNormalsReversed()); } } diff --git a/GPU/Common/ShaderId.h b/GPU/Common/ShaderId.h index 740e321fe85a..573da9c3f34e 100644 --- a/GPU/Common/ShaderId.h +++ b/GPU/Common/ShaderId.h @@ -24,7 +24,7 @@ enum { VS_BIT_HAS_COLOR_TESS = 12, // 1 bit VS_BIT_HAS_TEXCOORD_TESS = 13, // 1 bit VS_BIT_NORM_REVERSE_TESS = 14, // 1 bit - // 15 is free. + VS_BIT_HAS_NORMAL_TESS = 15, // 1 bit VS_BIT_UVGEN_MODE = 16, VS_BIT_UVPROJ_MODE = 18, // 2, can overlap with LS0 VS_BIT_LS0 = 18, // 2 diff --git a/GPU/D3D11/DrawEngineD3D11.cpp b/GPU/D3D11/DrawEngineD3D11.cpp index 537951fb49f5..91d31ff40c50 100644 --- a/GPU/D3D11/DrawEngineD3D11.cpp +++ b/GPU/D3D11/DrawEngineD3D11.cpp @@ -734,8 +734,6 @@ void TessellationDataTransferD3D11::SendDataToShader(const SimpleVertex *const * float *tex = (float *)(data + offsetof(TessData, uv)); float *col = (float *)(data + offsetof(TessData, color)); int stride = sizeof(TessData) / sizeof(float); - bool hasColor = (vertType & GE_VTYPE_COL_MASK) != 0; - bool hasTexCoord = (vertType & GE_VTYPE_TC_MASK) != 0; CopyControlPoints(pos, tex, col, stride, stride, stride, points, size, vertType); diff --git a/GPU/Directx9/VertexShaderGeneratorDX9.cpp b/GPU/Directx9/VertexShaderGeneratorDX9.cpp index 13d57125a95c..790c33e85f92 100644 --- a/GPU/Directx9/VertexShaderGeneratorDX9.cpp +++ b/GPU/Directx9/VertexShaderGeneratorDX9.cpp @@ -86,6 +86,7 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage bool doSpline = id.Bit(VS_BIT_SPLINE); bool hasColorTess = id.Bit(VS_BIT_HAS_COLOR_TESS); bool hasTexcoordTess = id.Bit(VS_BIT_HAS_TEXCOORD_TESS); + bool hasNormalTess = id.Bit(VS_BIT_HAS_NORMAL_TESS); bool flipNormalTess = id.Bit(VS_BIT_NORM_REVERSE_TESS); DoLightComputation doLight[4] = { LIGHT_OFF, LIGHT_OFF, LIGHT_OFF, LIGHT_OFF }; @@ -300,11 +301,10 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage WRITE(p, "struct Tess {\n"); WRITE(p, " float3 pos;\n"); - if (doTexture && hasTexcoord) + if (doTexture) WRITE(p, " float2 tex;\n"); - if (hasColor) - WRITE(p, " float4 col;\n"); - if (hasNormal) + WRITE(p, " float4 col;\n"); + if (hasNormalTess) WRITE(p, " float3 nrm;\n"); WRITE(p, "};\n"); @@ -331,9 +331,9 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage for (int j = 0; j < 4; j++) { WRITE(p, " index = (%i + v%s) * spline_num_points_u + (%i + u%s);\n", i, doBezier ? " * 3" : "", j, doBezier ? " * 3" : ""); WRITE(p, " _pos[%i] = tess_data[index].pos;\n", i * 4 + j); - if (doTexture && hasTexcoord && hasTexcoordTess) + if (doTexture && hasTexcoordTess) WRITE(p, " _tex[%i] = tess_data[index].tex;\n", i * 4 + j); - if (hasColor && hasColorTess) + if (hasColorTess) WRITE(p, " _col[%i] = tess_data[index].col;\n", i * 4 + j); } } @@ -350,19 +350,17 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage // Tessellate WRITE(p, " tess.pos = tess_sample(_pos, basis_u, basis_v);\n"); - if (doTexture && hasTexcoord) { + if (doTexture) { if (hasTexcoordTess) WRITE(p, " tess.tex = tess_sample(_tex, basis_u, basis_v);\n"); else WRITE(p, " tess.tex = In.normal.xy + float2(patch_pos);\n"); } - if (hasColor) { - if (hasColorTess) - WRITE(p, " tess.col = tess_sample(_col, basis_u, basis_v);\n"); - else - WRITE(p, " tess.col = tess_data[0].col;\n"); - } - if (hasNormal) { + if (hasColorTess) + WRITE(p, " tess.col = tess_sample(_col, basis_u, basis_v);\n"); + else + WRITE(p, " tess.col = u_matambientalpha;\n"); + if (hasNormalTess) { // Derivatives as weight coefficients WRITE(p, " float4 deriv_u = tess_weights_u[vertex_pos.x].deriv;\n"); WRITE(p, " float4 deriv_v = tess_weights_v[vertex_pos.y].deriv;\n"); @@ -433,7 +431,7 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage WRITE(p, " tessellate(In, tess);\n"); WRITE(p, " float3 worldpos = mul(float4(tess.pos.xyz, 1.0), u_world);\n"); - if (hasNormal) + if (hasNormalTess) WRITE(p, " float3 worldnormal = normalize(mul(float4(%stess.nrm, 0.0), u_world));\n", flipNormalTess ? "-" : ""); else WRITE(p, " float3 worldnormal = float3(0.0, 0.0, 1.0);\n"); @@ -539,6 +537,7 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage const char *diffuseStr = (matUpdate & 2) && hasColor ? "In.color0.rgb" : "u_matdiffuse"; const char *specularStr = (matUpdate & 4) && hasColor ? "In.color0.rgb" : "u_matspecular.rgb"; if (doBezier || doSpline) { + // TODO: Probably, should use hasColorTess but FF4 has a problem with drawing the background. ambientStr = (matUpdate & 1) && hasColor ? "tess.col" : "u_matambientalpha"; diffuseStr = (matUpdate & 2) && hasColor ? "tess.col.rgb" : "u_matdiffuse"; specularStr = (matUpdate & 4) && hasColor ? "tess.col.rgb" : "u_matspecular.rgb"; @@ -694,10 +693,7 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage } } else { if (hasTexcoord) { - if (doBezier || doSpline) - WRITE(p, " Out.v_texcoord = float3(tess.tex.xy * u_uvscaleoffset.xy + u_uvscaleoffset.zw, 0.0);\n"); - else - WRITE(p, " Out.v_texcoord = float3(In.texcoord.xy * u_uvscaleoffset.xy + u_uvscaleoffset.zw, 0.0);\n"); + WRITE(p, " Out.v_texcoord = float3(In.texcoord.xy * u_uvscaleoffset.xy + u_uvscaleoffset.zw, 0.0);\n"); } else { WRITE(p, " Out.v_texcoord = float3(u_uvscaleoffset.zw, 0.0);\n"); } diff --git a/GPU/GLES/DrawEngineGLES.cpp b/GPU/GLES/DrawEngineGLES.cpp index 957eda68bccf..5dde8b1eb925 100644 --- a/GPU/GLES/DrawEngineGLES.cpp +++ b/GPU/GLES/DrawEngineGLES.cpp @@ -659,11 +659,10 @@ bool DrawEngineGLES::IsCodePtrVertexDecoder(const u8 *ptr) const { void TessellationDataTransferGLES::SendDataToShader(const SimpleVertex *const *points, int size, u32 vertType, const Weight2D &weights) { bool hasColor = (vertType & GE_VTYPE_COL_MASK) != 0; bool hasTexCoord = (vertType & GE_VTYPE_TC_MASK) != 0; - int sizeColor = hasColor ? size : 1; float *pos = new float[size * 4]; float *tex = hasTexCoord ? new float[size * 4] : nullptr; - float *col = new float[sizeColor * 4]; + float *col = hasColor ? new float[size * 4] : nullptr; int stride = 4; CopyControlPoints(pos, tex, col, stride, stride, stride, points, size, vertType); @@ -683,7 +682,8 @@ void TessellationDataTransferGLES::SendDataToShader(const SimpleVertex *const *p if (hasTexCoord) renderManager_->TextureSubImage(data_tex[0], 0, 0, 1, size, 1, GL_RGBA, GL_FLOAT, (u8 *)tex, GLRAllocType::NEW); // Color - renderManager_->TextureSubImage(data_tex[0], 0, 0, 2, sizeColor, 1, GL_RGBA, GL_FLOAT, (u8 *)col, GLRAllocType::NEW); + if (hasColor) + renderManager_->TextureSubImage(data_tex[0], 0, 0, 2, size, 1, GL_RGBA, GL_FLOAT, (u8 *)col, GLRAllocType::NEW); // Weight U if (data_tex[1]) @@ -700,7 +700,6 @@ void TessellationDataTransferGLES::SendDataToShader(const SimpleVertex *const *p renderManager_->TextureImage(data_tex[2], 0, weights.size_v * 2, 1, GL_RGBA32F, GL_RGBA, GL_FLOAT, (uint8_t *)weights.v, GLRAllocType::NONE, false); renderManager_->FinalizeTexture(data_tex[2], 0, false); renderManager_->BindTexture(TEX_SLOT_SPLINE_WEIGHTS_V, data_tex[2]); - } void TessellationDataTransferGLES::EndFrame() { diff --git a/GPU/GLES/VertexShaderGeneratorGLES.cpp b/GPU/GLES/VertexShaderGeneratorGLES.cpp index 41a1071f9b20..6ac31d2be0c1 100644 --- a/GPU/GLES/VertexShaderGeneratorGLES.cpp +++ b/GPU/GLES/VertexShaderGeneratorGLES.cpp @@ -193,6 +193,7 @@ void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask, bool doSpline = id.Bit(VS_BIT_SPLINE); bool hasColorTess = id.Bit(VS_BIT_HAS_COLOR_TESS); bool hasTexcoordTess = id.Bit(VS_BIT_HAS_TEXCOORD_TESS); + bool hasNormalTess = id.Bit(VS_BIT_HAS_NORMAL_TESS); bool flipNormalTess = id.Bit(VS_BIT_NORM_REVERSE_TESS); const char *shading = ""; @@ -403,11 +404,10 @@ void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask, WRITE(p, "struct Tess {\n"); WRITE(p, " vec3 pos;\n"); - if (doTexture && hasTexcoord) + if (doTexture) WRITE(p, " vec2 tex;\n"); - if (hasColor) - WRITE(p, " vec4 col;\n"); - if (hasNormal) + WRITE(p, " vec4 col;\n"); + if (hasNormalTess) WRITE(p, " vec3 nrm;\n"); WRITE(p, "};\n"); @@ -432,9 +432,9 @@ void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask, WRITE(p, " for (int j = 0; j < 4; j++) {\n"); WRITE(p, " int index = (i + v%s) * spline_num_points_u + (j + u%s);\n", doBezier ? " * 3" : "", doBezier ? " * 3" : ""); WRITE(p, " _pos[i * 4 + j] = %s(u_tess_points, ivec2(index, 0), 0).xyz;\n", texelFetch); - if (doTexture && hasTexcoord && hasTexcoordTess) + if (doTexture && hasTexcoordTess) WRITE(p, " _tex[i * 4 + j] = %s(u_tess_points, ivec2(index, 1), 0).xy;\n", texelFetch); - if (hasColor && hasColorTess) + if (hasColorTess) WRITE(p, " _col[i * 4 + j] = %s(u_tess_points, ivec2(index, 2), 0).rgba;\n", texelFetch); WRITE(p, " }\n"); WRITE(p, " }\n"); @@ -451,19 +451,17 @@ void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask, // Tessellate WRITE(p, " tess.pos = tess_sample(_pos, basis_u, basis_v);\n"); - if (doTexture && hasTexcoord) { + if (doTexture) { if (hasTexcoordTess) WRITE(p, " tess.tex = tess_sample(_tex, basis_u, basis_v);\n"); else WRITE(p, " tess.tex = normal.xy + vec2(patch_pos);\n"); } - if (hasColor) { - if (hasColorTess) - WRITE(p, " tess.col = tess_sample(_col, basis_u, basis_v);\n"); - else - WRITE(p, " tess.col = %s(u_tess_points, ivec2(0, 2), 0).rgba;\n", texelFetch); - } - if (hasNormal) { + if (hasColorTess) + WRITE(p, " tess.col = tess_sample(_col, basis_u, basis_v);\n"); + else + WRITE(p, " tess.col = u_matambientalpha;\n"); + if (hasNormalTess) { // Derivatives as weight coefficients WRITE(p, " vec4 deriv_u = %s(u_tess_weights_u, %s, 0);\n", texelFetch, "ivec2(vertex_pos.x * 2 + 1, 0)"); WRITE(p, " vec4 deriv_v = %s(u_tess_weights_v, %s, 0);\n", texelFetch, "ivec2(vertex_pos.y * 2 + 1, 0)"); @@ -523,7 +521,7 @@ void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask, WRITE(p, " tessellate(tess);\n"); WRITE(p, " vec3 worldpos = (u_world * vec4(tess.pos.xyz, 1.0)).xyz;\n"); - if (hasNormal) { + if (hasNormalTess) { WRITE(p, " mediump vec3 worldnormal = normalize((u_world * vec4(%stess.nrm, 0.0)).xyz);\n", flipNormalTess ? "-" : ""); } else { WRITE(p, " mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);\n"); @@ -628,6 +626,7 @@ void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask, const char *diffuseStr = (matUpdate & 2) && hasColor ? "color0.rgb" : "u_matdiffuse"; const char *specularStr = (matUpdate & 4) && hasColor ? "color0.rgb" : "u_matspecular.rgb"; if (doBezier || doSpline) { + // TODO: Probably, should use hasColorTess but FF4 has a problem with drawing the background. ambientStr = (matUpdate & 1) && hasColor ? "tess.col" : "u_matambientalpha"; diffuseStr = (matUpdate & 2) && hasColor ? "tess.col.rgb" : "u_matdiffuse"; specularStr = (matUpdate & 4) && hasColor ? "tess.col.rgb" : "u_matspecular.rgb"; @@ -775,8 +774,6 @@ void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask, if (scaleUV) { if (hasTexcoord) { if (doBezier || doSpline) - // TODO: Need fix? - // Fix to avoid temporarily texture animation bug with hardware tessellation. WRITE(p, " v_texcoord = vec3(tess.tex * u_uvscaleoffset.xy + u_uvscaleoffset.zw, 0.0);\n"); else WRITE(p, " v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);\n"); @@ -785,10 +782,7 @@ void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask, } } else { if (hasTexcoord) { - if (doBezier || doSpline) - WRITE(p, " v_texcoord = vec3(tess.tex * u_uvscaleoffset.xy + u_uvscaleoffset.zw, 0.0);\n"); - else - WRITE(p, " v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy + u_uvscaleoffset.zw, 0.0);\n"); + WRITE(p, " v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy + u_uvscaleoffset.zw, 0.0);\n"); } else { WRITE(p, " v_texcoord = vec3(u_uvscaleoffset.zw, 0.0);\n"); } diff --git a/GPU/Vulkan/VertexShaderGeneratorVulkan.cpp b/GPU/Vulkan/VertexShaderGeneratorVulkan.cpp index 8f3ca2baa438..9f91889c522c 100644 --- a/GPU/Vulkan/VertexShaderGeneratorVulkan.cpp +++ b/GPU/Vulkan/VertexShaderGeneratorVulkan.cpp @@ -133,6 +133,7 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) { bool doSpline = id.Bit(VS_BIT_SPLINE); bool hasColorTess = id.Bit(VS_BIT_HAS_COLOR_TESS); bool hasTexcoordTess = id.Bit(VS_BIT_HAS_TEXCOORD_TESS); + bool hasNormalTess = id.Bit(VS_BIT_HAS_NORMAL_TESS); bool flipNormalTess = id.Bit(VS_BIT_NORM_REVERSE_TESS); WRITE(p, "\n"); @@ -252,11 +253,10 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) { WRITE(p, "struct Tess {\n"); WRITE(p, " vec3 pos;\n"); - if (doTexture && hasTexcoord) + if (doTexture) WRITE(p, " vec2 tex;\n"); - if (hasColor) - WRITE(p, " vec4 col;\n"); - if (hasNormal) + WRITE(p, " vec4 col;\n"); + if (hasNormalTess) WRITE(p, " vec3 nrm;\n"); WRITE(p, "};\n"); @@ -282,9 +282,9 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) { WRITE(p, " for (int j = 0; j < 4; j++) {\n"); WRITE(p, " int idx = (i + v%s) * spline_num_points_u + (j + u%s);\n", doBezier ? " * 3" : "", doBezier ? " * 3" : ""); WRITE(p, " _pos[i * 4 + j] = tess_data.data[idx].pos.xyz;\n"); - if (doTexture && hasTexcoord && hasTexcoordTess) + if (doTexture && hasTexcoordTess) WRITE(p, " _tex[i * 4 + j] = tess_data.data[idx].uv.xy;\n"); - if (hasColor && hasColorTess) + if (hasColorTess) WRITE(p, " _col[i * 4 + j] = tess_data.data[idx].color;\n"); WRITE(p, " }\n"); WRITE(p, " }\n"); @@ -301,19 +301,17 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) { // Tessellate WRITE(p, " tess.pos = tess_sample(_pos, basis_u, basis_v);\n"); - if (doTexture && hasTexcoord) { + if (doTexture) { if (hasTexcoordTess) WRITE(p, " tess.tex = tess_sample(_tex, basis_u, basis_v);\n"); else WRITE(p, " tess.tex = normal.xy + vec2(patch_pos);\n"); } - if (hasColor) { - if (hasColorTess) - WRITE(p, " tess.col = tess_sample(_col, basis_u, basis_v);\n"); - else - WRITE(p, " tess.col = tess_data.data[0].color;\n"); - } - if (hasNormal) { + if (hasColorTess) + WRITE(p, " tess.col = tess_sample(_col, basis_u, basis_v);\n"); + else + WRITE(p, " tess.col = base.matambientalpha;\n"); + if (hasNormalTess) { // Derivatives as weight coefficients WRITE(p, " vec4 deriv_u = tess_weights_u.data[vertex_pos.x].deriv;\n"); WRITE(p, " vec4 deriv_v = tess_weights_v.data[vertex_pos.y].deriv;\n"); @@ -373,7 +371,7 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) { WRITE(p, " tessellate(tess);\n"); WRITE(p, " vec3 worldpos = vec4(tess.pos.xyz, 1.0) * base.world_mtx;\n"); - if (hasNormal) { + if (hasNormalTess) { WRITE(p, " mediump vec3 worldnormal = normalize(vec4(%stess.nrm, 0.0) * base.world_mtx);\n", flipNormalTess ? "-" : ""); } else { WRITE(p, " mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);\n"); @@ -431,6 +429,7 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) { const char *diffuseStr = ((matUpdate & 2) && hasColor) ? "color0.rgb" : "light.matdiffuse"; const char *specularStr = ((matUpdate & 4) && hasColor) ? "color0.rgb" : "light.matspecular.rgb"; if (doBezier || doSpline) { + // TODO: Probably, should use hasColorTess but FF4 has a problem with drawing the background. ambientStr = (matUpdate & 1) && hasColor ? "tess.col" : "base.matambientalpha"; diffuseStr = (matUpdate & 2) && hasColor ? "tess.col.rgb" : "light.matdiffuse"; specularStr = (matUpdate & 4) && hasColor ? "tess.col.rgb" : "light.matspecular.rgb"; @@ -583,10 +582,7 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) { } } else { if (hasTexcoord) { - if (doBezier || doSpline) - WRITE(p, " v_texcoord = vec3(tess.tex.xy * base.uvscaleoffset.xy + base.uvscaleoffset.zw, 0.0);\n"); - else - WRITE(p, " v_texcoord = vec3(texcoord.xy * base.uvscaleoffset.xy + base.uvscaleoffset.zw, 0.0);\n"); + WRITE(p, " v_texcoord = vec3(texcoord.xy * base.uvscaleoffset.xy + base.uvscaleoffset.zw, 0.0);\n"); } else { WRITE(p, " v_texcoord = vec3(base.uvscaleoffset.zw, 0.0);\n"); }