Manually transpose matricies in shader
Since GLES2 doesn't do this for us, it seems, on all platforms.
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@ -142,7 +142,7 @@ static bool wlr_gles2_render_surface(struct wlr_renderer_state *state,
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}
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gles2_flush_errors();
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wlr_surface_bind(surface);
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GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
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GL_CALL(glUniformMatrix4fv(0, 1, GL_FALSE, *matrix));
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draw_quad();
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return true;
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}
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@ -9,8 +9,22 @@ const GLchar quad_vertex_src[] =
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"attribute vec2 texcoord;"
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"varying vec4 v_color;"
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"varying vec2 v_texcoord;"
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"mat4 transpose(in mat4 inMatrix) {"
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" vec4 i0 = inMatrix[0];"
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" vec4 i1 = inMatrix[1];"
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" vec4 i2 = inMatrix[2];"
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" vec4 i3 = inMatrix[3];"
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" mat4 outMatrix = mat4("
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" vec4(i0.x, i1.x, i2.x, i3.x),"
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" vec4(i0.y, i1.y, i2.y, i3.y),"
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" vec4(i0.z, i1.z, i2.z, i3.z),"
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" vec4(i0.w, i1.w, i2.w, i3.w)"
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" );"
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""
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" return outMatrix;"
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"}"
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"void main() {"
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" gl_Position = proj * vec4(pos, 0.0, 1.0);"
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" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
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" v_color = color;"
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" v_texcoord = texcoord;"
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"}";
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@ -41,8 +55,22 @@ const GLchar vertex_src[] =
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"attribute vec2 pos;"
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"attribute vec2 texcoord;"
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"varying vec2 v_texcoord;"
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"mat4 transpose(in mat4 inMatrix) {"
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" vec4 i0 = inMatrix[0];"
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" vec4 i1 = inMatrix[1];"
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" vec4 i2 = inMatrix[2];"
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" vec4 i3 = inMatrix[3];"
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" mat4 outMatrix = mat4("
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" vec4(i0.x, i1.x, i2.x, i3.x),"
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" vec4(i0.y, i1.y, i2.y, i3.y),"
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" vec4(i0.z, i1.z, i2.z, i3.z),"
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" vec4(i0.w, i1.w, i2.w, i3.w)"
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" );"
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""
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" return outMatrix;"
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"}"
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"void main() {"
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" gl_Position = proj * vec4(pos, 0.0, 1.0);"
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" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
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" v_texcoord = texcoord;"
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"}";
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