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16 changes: 8 additions & 8 deletions src/libprojectM/MilkdropPreset/MilkdropShader.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -186,14 +186,14 @@ void MilkdropShader::LoadVariables(const PresetState& presetState, const PerFram
presetState.renderContext.fps,
presetState.renderContext.frame,
presetState.renderContext.progress});
m_shader.SetUniformFloat4("_c3", {presetState.audioData.bass / 100,
presetState.audioData.mid / 100,
presetState.audioData.treb / 100,
presetState.audioData.vol / 100});
m_shader.SetUniformFloat4("_c4", {presetState.audioData.bassAtt / 100,
presetState.audioData.midAtt / 100,
presetState.audioData.trebAtt / 100,
presetState.audioData.volAtt / 100});
m_shader.SetUniformFloat4("_c3", {presetState.audioData.bass,
presetState.audioData.mid,
presetState.audioData.treb,
presetState.audioData.vol});
m_shader.SetUniformFloat4("_c4", {presetState.audioData.bassAtt,
presetState.audioData.midAtt,
presetState.audioData.trebAtt,
presetState.audioData.volAtt});
m_shader.SetUniformFloat4("_c5", {blurMax[0] - blurMin[0],
blurMin[0],
blurMax[1] - blurMin[1],
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3 changes: 3 additions & 0 deletions vendor/hlslparser/src/GLSLGenerator.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -426,6 +426,9 @@ bool GLSLGenerator::Generate(HLSLTree* tree, Target target, Version version, con

if (m_options.flags & Flag_AlternateNanPropagation) {
/* Implement alternate functions that propagate NaNs like shader model 3 and DX9. */
m_writer.WriteLine(0, "float %s(int i_x, int i_y) { float x=float(i_x); float y=float(i_y); if (x == 0.0 || y == 0.0) { return 0.0; } else { return (x * y); } }", m_altMultFunction);
m_writer.WriteLine(0, "float %s(int i_x, float y) { float x=float(i_x); if (x == 0.0 || y == 0.0) { return 0.0; } else { return (x * y); } }", m_altMultFunction);
m_writer.WriteLine(0, "float %s(float x, int i_y) { float y=float(i_y); if (x == 0.0 || y == 0.0) { return 0.0; } else { return (x * y); } }", m_altMultFunction);
m_writer.WriteLine(0, "float %s(float x, float y) { if (x == 0.0 || y == 0.0) { return 0.0; } else { return (x * y); } }", m_altMultFunction);
m_writer.WriteLine(0, "vec2 %s(vec2 x, vec2 y) { return vec2(%s(x.x, y.x), %s(x.y, y.y)); }", m_altMultFunction, m_altMultFunction, m_altMultFunction);
m_writer.WriteLine(0, "vec3 %s(vec3 x, vec3 y) { return vec3(%s(x.x, y.x), %s(x.y, y.y), %s(x.z, y.z)); }", m_altMultFunction, m_altMultFunction, m_altMultFunction, m_altMultFunction);
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