Stenzek edebadc093 PixelShaderGen: Use bitwise AND for wrapping indirect texture coordinates
(x % y) is not defined in GLSL when sign(x) != sign(y).
This also has the added benefit of behaving the same as sampler wrapping modes, in regards to negative inputs.
2016-01-15 19:46:38 +10:00
..
2016-01-06 22:10:29 +01:00
2016-01-06 22:10:29 +01:00
2016-01-06 22:10:29 +01:00
2016-01-12 23:28:26 +01:00
2016-01-06 22:10:29 +01:00
2016-01-12 23:28:26 +01:00
2016-01-06 22:10:29 +01:00
2016-01-06 22:10:29 +01:00
2016-01-06 22:10:29 +01:00
2016-01-06 22:10:29 +01:00
2016-01-06 22:10:29 +01:00
2016-01-06 22:10:29 +01:00
2016-01-06 22:10:29 +01:00
2016-01-06 22:10:29 +01:00
2016-01-12 23:28:26 +01:00
2015-10-14 00:13:54 +02:00
2016-01-06 22:10:29 +01:00
2016-01-09 10:38:07 +01:00
2016-01-06 22:10:29 +01:00
2016-01-06 22:10:29 +01:00