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authorRyan Houdek <Sonicadvance1@gmail.com>2011-12-11 07:02:13 -0600
committerSonicadvance1 <sonicadvance1@RH-Live.(none)>2012-10-09 23:41:49 -0500
commit7f12daa0142a4e7210fa3d9ef1241083e89ee7f7 (patch)
tree3adccd583d1974639323711460c85bf59f0c6da0 /Source
parentba12c0b4f51aafd814d9d400869586d204cf43df (diff)
Looks like we make use of fmod, make a GLSL function for it!
Diffstat (limited to 'Source')
-rw-r--r--Source/Core/VideoCommon/Src/PixelShaderGen.cpp9
1 files changed, 9 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
index cc350c7e0a..3833c91c93 100644
--- a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
@@ -582,6 +582,15 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
WRITE(p, "#define saturate(x) clamp(x, 0.0f, 1.0f)\n");
WRITE(p, "#define lerp(x, y, z) mix(x, y, z)\n");
+ // A function here
+ // Fmod implementation gleaned from Nvidia
+ // At http://http.developer.nvidia.com/Cg/fmod.html
+ WRITE(p, "float fmod( float x, float y )\n");
+ WRITE(p, "{\n");
+ WRITE(p, "float z = fract( abs( x / y) ) * abs( y );\n");
+ WRITE(p, "return (x < 0) ? -z : z;\n");
+ WRITE(p, "}\n");
+
for (int i = 0; i < 8; ++i)
WRITE(p, "%suniform sampler2D samp%d;\n", WriteBinding(ApiType, i), i);