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author | Mike Erwin <significant.bit@gmail.com> | 2016-10-15 09:30:59 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2016-10-15 09:30:59 +0300 |
commit | 2df27995f9226245c29007c3dd2eca61cb31fc69 (patch) | |
tree | c0be5b925eccae8dde85a8a72953f05c2a177bfb /source/blender/gpu/shaders/gpu_shader_3D_vert.glsl | |
parent | 48db35468f56cf9dc36870d39cfdf9e025495c5b (diff) |
OpenGL: new built-in point shader, clean up other shader names
Smooth round point with outline (uniform color) and fill (varying color).
Updated shader naming scheme: a shader that doesn't deal with color does not have to say "no color". Vertex shaders do not have to say "uniform color" since their frag counterpart actually has the uniform. Each name should describe what that shader *does*, not what it *doesn't do*.
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_3D_vert.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_3D_vert.glsl | 13 |
1 files changed, 13 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl new file mode 100644 index 00000000000..32da3a99c63 --- /dev/null +++ b/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl @@ -0,0 +1,13 @@ + +uniform mat4 ModelViewProjectionMatrix; + +#if __VERSION__ == 120 + attribute vec3 pos; +#else + in vec3 pos; +#endif + +void main() +{ + gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); +} |