When GLSL sources were first included in Blender they were treated as data (like blend files) and had no license header. Since then GLSL has been used for more sophisticated features (EEVEE & real-time compositing) where it makes sense to include licensing information. Add SPDX copyright headers to *.glsl files, matching headers used for C/C++, also include GLSL files in the license checking script. As leading C-comments are now stripped, added binary size of comments is no longer a concern. Ref !111247
19 lines
446 B
GLSL
19 lines
446 B
GLSL
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
#ifndef USE_GPU_SHADER_CREATE_INFO
|
|
uniform mat4 ModelViewProjectionMatrix;
|
|
|
|
/* Keep in sync with intern/opencolorio/gpu_shader_display_transform_vertex.glsl */
|
|
in vec2 texCoord;
|
|
in vec2 pos;
|
|
out vec2 texCoord_interp;
|
|
#endif
|
|
|
|
void main()
|
|
{
|
|
gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
|
|
texCoord_interp = texCoord;
|
|
}
|