GPU: Make perspective-correct color interpolation toggleable
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@@ -39,11 +39,12 @@ protected:
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u32 num_color_outputs, u32 num_texcoord_outputs,
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const std::initializer_list<std::pair<const char*, const char*>>& additional_outputs,
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bool declare_vertex_id = false, const char* output_block_suffix = "", bool msaa = false,
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bool ssaa = false);
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bool ssaa = false, bool noperspective_color = false);
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void DeclareFragmentEntryPoint(std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs,
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const std::initializer_list<std::pair<const char*, const char*>>& additional_inputs,
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bool declare_fragcoord = false, u32 num_color_outputs = 1, bool depth_output = false,
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bool msaa = false, bool ssaa = false, bool declare_sample_id = false);
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bool msaa = false, bool ssaa = false, bool declare_sample_id = false,
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bool noperspective_color = false);
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RenderAPI m_render_api;
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bool m_glsl;
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