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test2/source/blender/gpu/shaders/gpu_shader_display_fallback_vert.glsl
Clément Foucault 3b3a5731df GPU: Shader: Change vector and matrix type to use blender convention
This unify the C++ and GLSL codebase style.

The GLSL types are still in the backend compatibility
layers to support python shaders. However, the C++
shader compilation layer doesn't have them to enforce
correct type usage.

Note that this is going to break pretty much all PRs
in flight that targets shader code.

Rel #137261

Pull Request: https://projects.blender.org/blender/blender/pulls/137369
2025-04-14 13:46:41 +02:00

19 lines
428 B
GLSL

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "infos/gpu_shader_2D_image_overlays_merge_info.hh"
VERTEX_SHADER_CREATE_INFO(gpu_shader_cycles_display_fallback)
float2 normalize_coordinates()
{
return (float2(2.0f) * (pos / fullscreen)) - float2(1.0f);
}
void main()
{
gl_Position = float4(normalize_coordinates(), 0.0f, 1.0f);
texCoord_interp = texCoord;
}