VITA: fix shader color format

This commit is contained in:
Ivan Epifanov 2024-10-16 10:35:33 +03:00 committed by Sam Lantinga
parent ed1ec236c1
commit 860e38a3a2

View file

@ -740,10 +740,10 @@ int gxm_init(SDL_Renderer *renderer)
colorVertexAttributes[0].format = SCE_GXM_ATTRIBUTE_FORMAT_F32;
colorVertexAttributes[0].componentCount = 2; // (x, y)
colorVertexAttributes[0].regIndex = sceGxmProgramParameterGetResourceIndex(paramColorPositionAttribute);
// color: 4 unsigned char = 32 bits
// color: 4 floats = 4*32 bits
colorVertexAttributes[1].streamIndex = 0;
colorVertexAttributes[1].offset = 8; // (x, y) * 4 = 8 bytes
colorVertexAttributes[1].format = SCE_GXM_ATTRIBUTE_FORMAT_U8N;
colorVertexAttributes[1].format = SCE_GXM_ATTRIBUTE_FORMAT_F32;
colorVertexAttributes[1].componentCount = 4; // (color)
colorVertexAttributes[1].regIndex = sceGxmProgramParameterGetResourceIndex(paramColorColorAttribute);
// 16 bit (short) indices
@ -785,10 +785,10 @@ int gxm_init(SDL_Renderer *renderer)
textureVertexAttributes[1].format = SCE_GXM_ATTRIBUTE_FORMAT_F32;
textureVertexAttributes[1].componentCount = 2; // (u, v)
textureVertexAttributes[1].regIndex = sceGxmProgramParameterGetResourceIndex(paramTextureTexcoordAttribute);
// r,g,b,a: 4 unsigned chars 32 bits
// r,g,b,a: 4 floats 4*32 bits
textureVertexAttributes[2].streamIndex = 0;
textureVertexAttributes[2].offset = 16; // (x, y, u, v) * 4 = 16 bytes
textureVertexAttributes[2].format = SCE_GXM_ATTRIBUTE_FORMAT_U8N;
textureVertexAttributes[2].format = SCE_GXM_ATTRIBUTE_FORMAT_F32;
textureVertexAttributes[2].componentCount = 4; // (r, g, b, a)
textureVertexAttributes[2].regIndex = sceGxmProgramParameterGetResourceIndex(paramTextureColorAttribute);
// 16 bit (short) indices