Open mgerhardy opened 8 years ago
doesn't matter - then let's just leave it here for reference - might help others. We will try to extract the AO shader from the next pull request, then
...actually I just remembered, I've created a wrapper macro that should work called '_fragcoord', which then gets translated to gl_FragCoord, or SV_Position (HLSL) or [position].
It's used in the Paclone and GPUParticle sample shaders, so it should work.
updated the patch to use _fragcoord. Works fine here. Thanks
I can't merge this one since it depends on gl_FragCoord, this exists only on GL :)