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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl22
1 files changed, 13 insertions, 9 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
index 640ceb97e5b..bdc0d37a7ae 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
@@ -11,29 +11,33 @@ uniform vec4 calls_data[MAX_CALLS * 3];
out vec2 texCoord_interp;
flat out vec4 finalColor;
+in vec2 pos;
+
void main()
{
- vec4 pos = calls_data[gl_InstanceID * 3];
+ vec4 rect = calls_data[gl_InstanceID * 3];
vec4 tex = calls_data[gl_InstanceID * 3 + 1];
finalColor = calls_data[gl_InstanceID * 3 + 2];
- if (gl_VertexID == 0) {
- pos.xy = pos.xz;
+ /* Use pos to select the right swizzle (instead of gl_VertexID)
+ * in order to workaround an OSX driver bug. */
+ if (pos == vec2(0.0, 0.0)) {
+ rect.xy = rect.xz;
tex.xy = tex.xz;
}
- else if (gl_VertexID == 1) {
- pos.xy = pos.xw;
+ else if (pos == vec2(0.0, 1.0)) {
+ rect.xy = rect.xw;
tex.xy = tex.xw;
}
- else if (gl_VertexID == 2) {
- pos.xy = pos.yw;
+ else if (pos == vec2(1.0, 1.0)) {
+ rect.xy = rect.yw;
tex.xy = tex.yw;
}
else {
- pos.xy = pos.yz;
+ rect.xy = rect.yz;
tex.xy = tex.yz;
}
- gl_Position = vec4(pos.xy, 0.0f, 1.0f);
+ gl_Position = vec4(rect.xy, 0.0f, 1.0f);
texCoord_interp = tex.xy;
}