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authorClément Foucault <foucault.clem@gmail.com>2018-12-03 04:36:13 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-12-03 19:19:11 +0300
commita022811441ddf90c15e41988fbd4355206acfad0 (patch)
treec0e08562101e115ddcb766e4b5185650e94d704d
parentd8d52e273ecb85b521fb0af4d4ccf591c288107f (diff)
DRW: Make fullscreen quad in the background
This is to be able to only draw the background pixels by using a depth test EQUAL.
-rw-r--r--source/blender/draw/modes/shaders/common_fullscreen_vert.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl b/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl
index fc5cc1cdcc3..e5c5ccc97bf 100644
--- a/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl
+++ b/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl
@@ -6,5 +6,5 @@ out vec4 uvcoordsvar;
void main()
{
uvcoordsvar = vec4(uvs, 0.0, 0.0);
- gl_Position = vec4(pos, 0.0, 1.0);
+ gl_Position = vec4(pos, 1.0, 1.0);
}