Commit Graph
4 Commits
Author SHA1 Message Date
Mathias Agopian 3cdf24f515 remove getUV() from post-process materials
it made it actually more confusing to have two version of the uv
(normalized and not). Also the unnormalized version was computed from
frameUniforms which is not great in the case of post-processing
(it just happened to work).
2022-04-26 11:30:35 -07:00
Philip Rideout 561221fdc3 Rename PostProcessVertexInputs uv to normalizedUV. 2019-09-16 09:04:14 -07:00
Philip Rideout 8548afa231 Fix full-screen triangle winding and tex coords.
If you tried removing `culling: none` from any post-process materials,
everything would be fine in GL but Vulkan would be black because
our full-screen triangle was back-facing.

Continue reading only if you thrive in absurd situations.

- Metal and OpenGL define clip space as Y-up whereas Vulkan is Y-down.
- Metal and Vulkan define tex coords as Y-down whereas OpenGL is Y-up.
2019-09-16 09:04:14 -07:00
Ben Doherty 7c24a1bbaa Add custom vertex shaders for post-process materials (#1606) 2019-09-09 09:17:35 -07:00