[Fix] (MG/GLSLTool): Finally fixing blur shader!

- use glslang mapIO() function to correctly link shader in/out varyings
- no need to flip y (already using VK_KHR_maintenance1 to specify negative viewport height)
- use pointers to avoid unnecessary copying
This commit is contained in:
2025-06-24 16:33:16 +08:00
parent 20a945c6f0
commit 0c031d3e0b
4 changed files with 18 additions and 21 deletions
+2 -2
View File
@@ -110,8 +110,8 @@ public:
DECLARE_MATRIX_FUNCTIONS(4x3, GL_FLOAT_MAT4x3)
#undef DECLARE_MATRIX_FUNCTIONS
ProgramObject GetProgramObject(GLuint program) const;
ShaderObject GetShaderObject(GLuint program) const;
const ProgramObject* GetProgramObject(GLuint program) const;
const ShaderObject* GetShaderObject(GLuint program) const;
GLuint GetCurrentProgram() const;
bool SetProgramStatus(GLuint program, GLboolean status);
bool SetShaderStatus(GLuint shader, GLboolean status);