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@@ -53,13 +53,19 @@ technique ShadowDepth
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output.targetIdx = faceIdx;
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// Note: I'm reversing the order here because otherwise the triangle order is reversed
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- // (not sure why, but GS seems like it could be the only culprit)
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+ // (not sure why, but GS seems like it could be the only culprit). This doesn't happen in
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+ // OpenGL, because we flip the projection matrix Y axis due to upside-down UV coordinates
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[unroll]
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+ #ifdef OPENGL
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+ for (int vertIdx = 0; vertIdx < 3; vertIdx++)
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+ #else
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for (int vertIdx = 2; vertIdx >= 0; vertIdx--)
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+ #endif
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{
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output.position = clipPos[vertIdx];
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outStream.Append(output);
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}
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+
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outStream.RestartStrip();
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}
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}
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