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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-02-13 20:09:58 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-02-13 22:02:31 +0300
commite9b1163162d78324c118d3649451e81644b1af03 (patch)
treeeed298e1f49708960a548268a75a05e83da37a58 /source/blender/gpu/shaders/gpu_shader_image_frag.glsl
parentafb213f876e32c2ecd12a159fad8d260f37b142a (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.glsl10
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);
+}