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authorClément Foucault <foucault.clem@gmail.com>2018-03-30 23:50:17 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-03-30 23:50:17 +0300
commit4241d6a9ccd0790f90ab1cc63446474dcbc08719 (patch)
tree71e19a53f22f7ebfb16aa4a5b6e211ee9804647a /source/blender/gpu/shaders/gpu_shader_text_vert.glsl
parent96d6a928ab4e74fe07ac337d3292057bedd9dc21 (diff)
BFL: Fix broken vertical texts.
I've made a separate version of the geom shader that works with full 3D modelviewmat. This commit also includes some fixup inside blf_batching_start().
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_text_vert.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_vert.glsl8
1 files changed, 1 insertions, 7 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
index d8e46aca975..338156f5b68 100644
--- a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
@@ -11,13 +11,7 @@ out vec4 color;
void main()
{
- /* This won't work for real 3D ModelViewProjectionMatrix. */
- vec2 v1 = (ModelViewProjectionMatrix * vec4(pos.xy, 0.0, 1.0)).xy;
- vec2 v2 = (ModelViewProjectionMatrix * vec4(pos.zw, 0.0, 1.0)).xy;
-
- pos_rect.xy = min(v1, v2);
- pos_rect.zw = max(v1, v2);
-
+ pos_rect = pos;
tex_rect = tex;
color = col;
}