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authorMike Erwin <significant.bit@gmail.com>2016-08-16 04:44:44 +0300
committerMike Erwin <significant.bit@gmail.com>2016-08-16 04:44:44 +0300
commit8619e091072c57a2b1c4d471c3c7823063a2d848 (patch)
tree27c2eb747a9971a3262d45b5e0d55ea26c1ec7cf /source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl
parent23d7ae184397dc6fa94af3a8d93ffc9d0d4b0393 (diff)
OpenGL: tweak legacy 2D shader
EXT_gpu_shader4 lets us say “noperspective” in GLSL #version 120 just like in later GLSL. Mac shader now matches modern GLSL available on other platforms.
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl
index 89d23e277cb..654439d1feb 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl
@@ -1,6 +1,6 @@
#if __VERSION__ == 120
- varying vec4 finalColor;
+ noperspective varying vec4 finalColor;
#define fragColor gl_FragColor
#else
noperspective in vec4 finalColor;