[Scummvm-git-logs] scummvm master -> c9115662c81db29b72fb37c0fe88298fb59a2a16

aquadran aquadran at gmail.com
Sat Oct 31 05:27:44 UTC 2020


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
c9115662c8 WINTERMUTE: Remove all float suffixes from shaders


Commit: c9115662c81db29b72fb37c0fe88298fb59a2a16
    https://github.com/scummvm/scummvm/commit/c9115662c81db29b72fb37c0fe88298fb59a2a16
Author: Paweł Kołodziejski (aquadran at users.sourceforge.net)
Date: 2020-10-31T06:27:36+01:00

Commit Message:
WINTERMUTE: Remove all float suffixes from shaders

Changed paths:
    engines/wintermute/base/gfx/opengl/shaders/wme_fade.vertex
    engines/wintermute/base/gfx/opengl/shaders/wme_geometry.vertex
    engines/wintermute/base/gfx/opengl/shaders/wme_line.vertex
    engines/wintermute/base/gfx/opengl/shaders/wme_shadow_mask.vertex
    engines/wintermute/base/gfx/opengl/shaders/wme_shadow_volume.vertex
    engines/wintermute/base/gfx/opengl/shaders/wme_sprite.vertex


diff --git a/engines/wintermute/base/gfx/opengl/shaders/wme_fade.vertex b/engines/wintermute/base/gfx/opengl/shaders/wme_fade.vertex
index 8d0e7ddb69..c6886e7a79 100644
--- a/engines/wintermute/base/gfx/opengl/shaders/wme_fade.vertex
+++ b/engines/wintermute/base/gfx/opengl/shaders/wme_fade.vertex
@@ -7,6 +7,6 @@ out vec4 Color;
 
 void main()
 {
-	gl_Position = projMatrix * vec4(position, 0.0f, 1.0f);
+	gl_Position = projMatrix * vec4(position, 0.0, 1.0);
 	Color = color;
 }
diff --git a/engines/wintermute/base/gfx/opengl/shaders/wme_geometry.vertex b/engines/wintermute/base/gfx/opengl/shaders/wme_geometry.vertex
index dac489c2ab..860d303415 100644
--- a/engines/wintermute/base/gfx/opengl/shaders/wme_geometry.vertex
+++ b/engines/wintermute/base/gfx/opengl/shaders/wme_geometry.vertex
@@ -9,6 +9,6 @@ out vec4 Color;
 
 void main()
 {
-	gl_Position = projMatrix * viewMatrix * vec4(position, 1.0f);
+	gl_Position = projMatrix * viewMatrix * vec4(position, 1.0);
 	Color = color;
 }
diff --git a/engines/wintermute/base/gfx/opengl/shaders/wme_line.vertex b/engines/wintermute/base/gfx/opengl/shaders/wme_line.vertex
index 8d0e7ddb69..75b27c03b2 100644
--- a/engines/wintermute/base/gfx/opengl/shaders/wme_line.vertex
+++ b/engines/wintermute/base/gfx/opengl/shaders/wme_line.vertex
@@ -7,6 +7,6 @@ out vec4 Color;
 
 void main()
 {
-	gl_Position = projMatrix * vec4(position, 0.0f, 1.0f);
+	gl_Position = projMatrix * vec4(position, 0.0f, 1.0);
 	Color = color;
 }
diff --git a/engines/wintermute/base/gfx/opengl/shaders/wme_shadow_mask.vertex b/engines/wintermute/base/gfx/opengl/shaders/wme_shadow_mask.vertex
index 8d0e7ddb69..c6886e7a79 100644
--- a/engines/wintermute/base/gfx/opengl/shaders/wme_shadow_mask.vertex
+++ b/engines/wintermute/base/gfx/opengl/shaders/wme_shadow_mask.vertex
@@ -7,6 +7,6 @@ out vec4 Color;
 
 void main()
 {
-	gl_Position = projMatrix * vec4(position, 0.0f, 1.0f);
+	gl_Position = projMatrix * vec4(position, 0.0, 1.0);
 	Color = color;
 }
diff --git a/engines/wintermute/base/gfx/opengl/shaders/wme_shadow_volume.vertex b/engines/wintermute/base/gfx/opengl/shaders/wme_shadow_volume.vertex
index 6d9ee1e31a..f0d2d8d979 100644
--- a/engines/wintermute/base/gfx/opengl/shaders/wme_shadow_volume.vertex
+++ b/engines/wintermute/base/gfx/opengl/shaders/wme_shadow_volume.vertex
@@ -6,5 +6,5 @@ uniform highp mat4 projMatrix;
 
 void main()
 {
-	gl_Position = projMatrix * viewMatrix * modelMatrix * vec4(position, 1.0f);
+	gl_Position = projMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
 }
diff --git a/engines/wintermute/base/gfx/opengl/shaders/wme_sprite.vertex b/engines/wintermute/base/gfx/opengl/shaders/wme_sprite.vertex
index 34e2d99428..885f949fcc 100644
--- a/engines/wintermute/base/gfx/opengl/shaders/wme_sprite.vertex
+++ b/engines/wintermute/base/gfx/opengl/shaders/wme_sprite.vertex
@@ -11,8 +11,8 @@ out vec4 Color;
 
 void main()
 {
-	vec3 transformed_position = transform * vec3(position, 1.0f);
-	gl_Position = projMatrix * vec4(transformed_position.x, transformed_position.y, 0.9f, 1.0f);
+	vec3 transformed_position = transform * vec3(position, 1.0);
+	gl_Position = projMatrix * vec4(transformed_position.x, transformed_position.y, 0.9, 1.0);
 	Texcoord = texcoord;
 	Color = color;
 }




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