From 89673f0974d87350bede74eaa62788684d21b36e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Thu, 16 May 2019 14:16:23 +0200 Subject: [PATCH] DRW: Make fullscreen vertex shader position and uv without attributes --- .../draw/modes/shaders/common_fullscreen_vert.glsl | 9 +++++---- 1 file 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); }