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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-02-13 20:09:58 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-02-13 22:02:31 +0300 |
commit | e9b1163162d78324c118d3649451e81644b1af03 (patch) | |
tree | eed298e1f49708960a548268a75a05e83da37a58 /source/blender/gpu/shaders/gpu_shader_image_frag.glsl | |
parent | afb213f876e32c2ecd12a159fad8d260f37b142a (diff) |
Code cleanup: stop using rectangle textures in window draw, simplify code.
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_image_frag.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_image_frag.glsl | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_image_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_frag.glsl new file mode 100644 index 00000000000..6eeab8ca7e8 --- /dev/null +++ b/source/blender/gpu/shaders/gpu_shader_image_frag.glsl @@ -0,0 +1,10 @@ + +in vec2 texCoord_interp; +out vec4 fragColor; + +uniform sampler2D image; + +void main() +{ + fragColor = texture(image, texCoord_interp); +} |