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authorJason Fielder <jason_apple>2022-03-22 14:44:26 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-03-22 14:54:44 +0300
commit19c793af35ea8e694c16995d115d7c9247fee81a (patch)
treec24ad1eead6cb91cbc6260a10e8cf13dc13db903 /source/blender/gpu/shaders/gpu_shader_text_vert.glsl
parent309ea314858a9b7892ea2c8a6fe55ab2a1028697 (diff)
Metal: Make GLSL shader source MSL compliant also
Metal shading language follows the C++ 14 standard and in some cases requires a greater level of explicitness than GLSL. There are also some small language differences: - Explicit type-casts (C++ requirements) - Explicit constant values (C++ requirements, e.g. floating point values using 0.0 instead of 0). - Metal/OpenGL compatibility paths - GLSL Function prototypes - Explicit accessors for vector types when sampling textures. Authored by Apple: Michael Parkin-White Ref T96261 Reviewed By: fclem Maniphest Tasks: T96261 Differential Revision: https://developer.blender.org/D14378
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_text_vert.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_vert.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
index 5b01fea5266..4221e426a3e 100644
--- a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
@@ -29,7 +29,7 @@ void main()
texCoord_interp = mix(-interp_offset, 1.0 + interp_offset, quad);
vec2 final_pos = mix(
- pos.xy + ivec2(-interp_size, interp_size), pos.zw + ivec2(interp_size, -interp_size), quad);
+ vec2(ivec2(pos.xy) + ivec2(-interp_size, interp_size)), vec2(ivec2(pos.zw) + ivec2(interp_size, -interp_size)), quad);
gl_Position = ModelViewProjectionMatrix * vec4(final_pos, 0.0, 1.0);
}