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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/background_frag.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/background_frag.glsl19
1 files changed, 2 insertions, 17 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/background_frag.glsl b/source/blender/draw/engines/overlay/shaders/background_frag.glsl
index 6b45b341ca4..b25dcae9fca 100644
--- a/source/blender/draw/engines/overlay/shaders/background_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/background_frag.glsl
@@ -1,21 +1,6 @@
-uniform sampler2D colorBuffer;
-uniform sampler2D depthBuffer;
-uniform int bgType;
-uniform vec4 colorOverride;
-
-in vec4 uvcoordsvar;
-
-out vec4 fragColor;
-
-#define BG_SOLID 0
-#define BG_GRADIENT 1
-#define BG_CHECKER 2
-#define BG_RADIAL 3
-#define BG_SOLID_CHECKER 4
-#define BG_MASK 5
-#define SQRT2 1.4142135623730950488
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
/* 4x4 bayer matrix prepared for 8bit UNORM precision error. */
#define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0))
@@ -69,7 +54,7 @@ void main()
col_low = pow(colorBackgroundGradient.rgb, vec3(1.0 / 2.2));
vec2 uv_n = uvcoordsvar.xy - 0.5;
- bg_col = mix(col_high, col_low, length(uv_n) * SQRT2);
+ bg_col = mix(col_high, col_low, length(uv_n) * M_SQRT2);
/* Convert back to linear. */
bg_col = pow(bg_col, vec3(2.2));