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
42 lines
895 B
GLSL
42 lines
895 B
GLSL
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
/**
|
|
* Simple shader that just draw one icon at the specified location
|
|
* does not need any vertex input (producing less call to immBegin/End)
|
|
*/
|
|
|
|
void main()
|
|
{
|
|
vec2 uv;
|
|
vec2 co;
|
|
|
|
if (gl_VertexID == 0) {
|
|
co = rect_geom.xw;
|
|
uv = rect_icon.xw;
|
|
mask_coord_interp = vec2(0, 1);
|
|
}
|
|
else if (gl_VertexID == 1) {
|
|
co = rect_geom.xy;
|
|
uv = rect_icon.xy;
|
|
mask_coord_interp = vec2(0, 0);
|
|
}
|
|
else if (gl_VertexID == 2) {
|
|
co = rect_geom.zw;
|
|
uv = rect_icon.zw;
|
|
mask_coord_interp = vec2(1, 1);
|
|
}
|
|
else {
|
|
co = rect_geom.zy;
|
|
uv = rect_icon.zy;
|
|
mask_coord_interp = vec2(1, 0);
|
|
}
|
|
|
|
/* Put origin in lower right corner. */
|
|
mask_coord_interp.x -= 1;
|
|
|
|
gl_Position = ModelViewProjectionMatrix * vec4(co, 0.0f, 1.0f);
|
|
texCoord_interp = uv;
|
|
}
|