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authorClément Foucault <foucault.clem@gmail.com>2019-05-16 15:16:23 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-17 14:38:42 +0300
commit89673f0974d87350bede74eaa62788684d21b36e (patch)
treeea259dec14c7ad8fbc2ba9f2862f5da803270c76 /source/blender/draw
parent26beaa2d901004cdba4b3811e353929a49c18a87 (diff)
DRW: Make fullscreen vertex shader position and uv without attributes
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/modes/shaders/common_fullscreen_vert.glsl9
1 files changed, 5 insertions, 4 deletions
diff --git a/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl b/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl
index a1e6bb0f43d..8a7fb97d98c 100644
--- a/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl
+++ b/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl
@@ -1,10 +1,11 @@
-in vec2 pos;
-in vec2 uvs;
out vec4 uvcoordsvar;
void main()
{
- uvcoordsvar = vec4(uvs, 0.0, 0.0);
- gl_Position = vec4(pos, 1.0, 1.0);
+ int v = gl_VertexID % 3;
+ float x = -1.0 + float((v & 1) << 2);
+ float y = -1.0 + float((v & 2) << 1);
+ gl_Position = vec4(x, y, 1.0, 1.0);
+ uvcoordsvar = vec4((gl_Position.xy + 1.0) * 0.5, 0.0, 0.0);
}