Vulkan is the only backend with the Y axis pointing down in normalized device coordinates, while all the geometry here is built in the bottom-left based system of OpenGL. The vertex shaders computing clip space from pixel coordinates now negate Y by a flipY uniform, kept at offset 12 in every block they share, and the clip space quads computed on our side, in PiP and in the offscreen passes of the group call viewport, are negated directly. The 3D renderers already handle this with clipSpaceCorrMatrix(). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
19 lines
454 B
GLSL
19 lines
454 B
GLSL
#version 450
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layout(location = 0) in vec2 position;
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layout(location = 1) in vec2 v_texcoordIn;
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layout(location = 0) out vec2 v_texcoord;
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layout(std140, binding = 0) uniform Params {
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vec2 viewport;
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float _pad0;
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// -1.0 when the NDC Y axis points down (Vulkan), 1.0 otherwise.
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float flipY;
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};
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void main() {
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v_texcoord = v_texcoordIn;
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vec2 ndc = vec2(-1.0, -1.0) + 2.0 * position / viewport;
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gl_Position = vec4(ndc.x, ndc.y * flipY, 0.0, 1.0);
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}
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