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| author | Qwerasd <qwerasd205@users.noreply.github.com> | 2025-06-22 10:28:39 -0600 |
|---|---|---|
| committer | Qwerasd <qwerasd205@users.noreply.github.com> | 2025-06-22 11:05:16 -0600 |
| commit | bb576d1340c07832ccb39d460a1dfd3580eb0f22 (patch) | |
| tree | e2539ad16d2f249051443207f2b065a1a000c5d0 /src/renderer/OpenGL.zig | |
| parent | c7a7474be0bba03467152209b750fbe6398bf5bc (diff) | |
renderer: add custom shader cursor uniforms
Based on / supersedes PR #6912, implements discussion #6901
Co-authored-by: Krone Corylus <ahustinkrone@gmail.com>
Diffstat (limited to 'src/renderer/OpenGL.zig')
| -rw-r--r-- | src/renderer/OpenGL.zig | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/src/renderer/OpenGL.zig b/src/renderer/OpenGL.zig index 23496c148..dcc295eaf 100644 --- a/src/renderer/OpenGL.zig +++ b/src/renderer/OpenGL.zig @@ -28,6 +28,8 @@ pub const cellpkg = @import("opengl/cell.zig"); pub const imagepkg = @import("opengl/image.zig"); pub const custom_shader_target: shadertoy.Target = .glsl; +// The fragCoord for OpenGL shaders is +Y = up. +pub const custom_shader_y_is_down = false; /// Because OpenGL's frame completion is always /// sync, we have no need for multi-buffering. |
