[Fix] (MG_Util/Program/GLSLTool): Really really hacky way to fix blur shader

This commit is contained in:
2025-06-23 23:24:39 +08:00
parent 2f1b06d0f9
commit 94dfdb6905
+5 -1
View File
@@ -111,8 +111,12 @@ namespace MG_Util::Program {
// TODO: Use other methods to implement clip space fixing.
size_t pos = output_glsl.find("\n gl_Position.y = -gl_Position.y;\n}");
size_t blur_pos = output_glsl.find("BlurDir"); // TODO: Fix this really hacky way of fixing blur shader...
if (pos != std::string::npos) {
output_glsl.replace(pos, strlen("\n gl_Position.y = -gl_Position.y;\n}"), "\n gl_Position.y = -gl_Position.y;\n gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n}");
if (blur_pos != std::string::npos) {
output_glsl.replace(pos, strlen("\n gl_Position.y = -gl_Position.y;\n}"), "\n}");
} else
output_glsl.replace(pos, strlen("\n gl_Position.y = -gl_Position.y;\n}"), "\n gl_Position.y = -gl_Position.y;\n gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n}");
}
return output_glsl;
}