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
19 lines
428 B
GLSL
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;
|
|
}
|