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authorMike Erwin <significant.bit@gmail.com>2016-10-15 09:30:59 +0300
committerMike Erwin <significant.bit@gmail.com>2016-10-15 09:30:59 +0300
commit2df27995f9226245c29007c3dd2eca61cb31fc69 (patch)
treec0be5b925eccae8dde85a8a72953f05c2a177bfb /source/blender/gpu/shaders/gpu_shader_3D_vert.glsl
parent48db35468f56cf9dc36870d39cfdf9e025495c5b (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.glsl13
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);
+}