[TMS] intfloat -> float

This commit is contained in:
getdls 2018-11-15 22:43:32 +01:00
parent 76819c0f41
commit bb152f6dd0
9 changed files with 18 additions and 18 deletions

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@ -3,8 +3,8 @@
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 04d0827b9471eb22 // shader 04d0827b9471eb22
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); const float resXScale = float($width)/float($gameWidth);
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0; layout(location = 0) in uvec4 attrDataSem0;

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@ -3,8 +3,8 @@
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 201bd8dfd2a9e7d3 // shader 201bd8dfd2a9e7d3
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); const float resXScale = float($width)/float($gameWidth);
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0; layout(location = 0) in uvec4 attrDataSem0;

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@ -3,8 +3,8 @@
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 23c5bbfda0fc3b0f // shader 23c5bbfda0fc3b0f
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); const float resXScale = float($width)/float($gameWidth);
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0; layout(location = 0) in uvec4 attrDataSem0;

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@ -3,8 +3,8 @@
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 3259d3b3ca333bf3 // shader 3259d3b3ca333bf3
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); const float resXScale = float($width)/float($gameWidth);
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0; layout(location = 0) in uvec4 attrDataSem0;

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@ -3,8 +3,8 @@
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 39863f29c6d85cb8 // shader 39863f29c6d85cb8
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); const float resXScale = float($width)/float($gameWidth);
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0; layout(location = 0) in uvec4 attrDataSem0;

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@ -3,8 +3,8 @@
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 59fca914f0dcb060 // shader 59fca914f0dcb060
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); const float resXScale = float($width)/float($gameWidth);
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0; layout(location = 0) in uvec4 attrDataSem0;

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@ -3,8 +3,8 @@
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 88ae6940d510eea5 // shader 88ae6940d510eea5
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); const float resXScale = float($width)/float($gameWidth);
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0; layout(location = 0) in uvec4 attrDataSem0;

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@ -3,8 +3,8 @@
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 8cdd68cf2a074404 // shader 8cdd68cf2a074404
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); const float resXScale = float($width)/float($gameWidth);
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0; layout(location = 0) in uvec4 attrDataSem0;

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@ -3,8 +3,8 @@
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader b181218b85619285 // shader b181218b85619285
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); const float resXScale = float($width)/float($gameWidth);
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0; layout(location = 0) in uvec4 attrDataSem0;