diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-05-16 15:16:23 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-05-17 14:38:42 +0300 |
commit | 89673f0974d87350bede74eaa62788684d21b36e (patch) | |
tree | ea259dec14c7ad8fbc2ba9f2862f5da803270c76 /source/blender | |
parent | 26beaa2d901004cdba4b3811e353929a49c18a87 (diff) |
DRW: Make fullscreen vertex shader position and uv without attributes
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/draw/modes/shaders/common_fullscreen_vert.glsl | 9 |
1 files changed, 5 insertions, 4 deletions
diff --git a/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl b/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl index a1e6bb0f43d..8a7fb97d98c 100644 --- a/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl +++ b/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl @@ -1,10 +1,11 @@ -in vec2 pos; -in vec2 uvs; out vec4 uvcoordsvar; void main() { - uvcoordsvar = vec4(uvs, 0.0, 0.0); - gl_Position = vec4(pos, 1.0, 1.0); + int v = gl_VertexID % 3; + float x = -1.0 + float((v & 1) << 2); + float y = -1.0 + float((v & 2) << 1); + gl_Position = vec4(x, y, 1.0, 1.0); + uvcoordsvar = vec4((gl_Position.xy + 1.0) * 0.5, 0.0, 0.0); } |