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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl34
1 files changed, 19 insertions, 15 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl b/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl
index eea4385578f..86b338e528e 100644
--- a/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl
@@ -1,27 +1,31 @@
-uniform vec2 invrendertargetdim;
-uniform ivec2 rendertargetdim;
+
+in vec2 pos;
+in vec2 uvs;
/* initial uv coordinate */
-varying vec2 uvcoord;
+out vec2 uvcoord;
/* coordinate used for calculating radius et al set in geometry shader */
-varying vec2 particlecoord;
+out vec2 particlecoord;
/* downsampling coordinates */
-varying vec2 downsample1;
-varying vec2 downsample2;
-varying vec2 downsample3;
-varying vec2 downsample4;
+out vec2 downsample1;
+out vec2 downsample2;
+out vec2 downsample3;
+out vec2 downsample4;
+
+uniform vec2 invrendertargetdim;
+uniform ivec2 rendertargetdim;
void vert_dof_downsample()
{
/* gather pixels from neighbors. half dimensions means we offset half a pixel to
* get this right though it's possible we may lose a pixel at some point */
- downsample1 = gl_MultiTexCoord0.xy + vec2(-0.5, -0.5) * invrendertargetdim;
- downsample2 = gl_MultiTexCoord0.xy + vec2(-0.5, 0.5) * invrendertargetdim;
- downsample3 = gl_MultiTexCoord0.xy + vec2(0.5, 0.5) * invrendertargetdim;
- downsample4 = gl_MultiTexCoord0.xy + vec2(0.5, -0.5) * invrendertargetdim;
+ downsample1 = uvs.xy + vec2(-0.5, -0.5) * invrendertargetdim;
+ downsample2 = uvs.xy + vec2(-0.5, 0.5) * invrendertargetdim;
+ downsample3 = uvs.xy + vec2(0.5, 0.5) * invrendertargetdim;
+ downsample4 = uvs.xy + vec2(0.5, -0.5) * invrendertargetdim;
- gl_Position = gl_Vertex;
+ gl_Position = vec4(pos, 0.0, 1.0);
}
/* geometry shading pass, calculate a texture coordinate based on the indexed id */
@@ -42,8 +46,8 @@ void vert_dof_coc_scatter_pass()
void vert_dof_final()
{
- uvcoord = gl_MultiTexCoord0.xy;
- gl_Position = gl_Vertex;
+ uvcoord = uvs;
+ gl_Position = vec4(pos, 0.0, 1.0);
}
void main()