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authorQwerasd <qwerasd205@users.noreply.github.com>2025-06-22 10:28:39 -0600
committerQwerasd <qwerasd205@users.noreply.github.com>2025-06-22 11:05:16 -0600
commitbb576d1340c07832ccb39d460a1dfd3580eb0f22 (patch)
treee2539ad16d2f249051443207f2b065a1a000c5d0 /src/renderer/OpenGL.zig
parentc7a7474be0bba03467152209b750fbe6398bf5bc (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.zig2
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.