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source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
| #ifndef USE_GPU_SHADER_CREATE_INFO | #ifndef USE_GPU_SHADER_CREATE_INFO | ||||
| uniform mat4 ModelViewProjectionMatrix; | uniform mat4 ModelViewProjectionMatrix; | ||||
| /* Keep in sync with intern/opencolorio/gpu_shader_display_transform_vertex.glsl */ | /* Keep in sync with intern/opencolorio/gpu_shader_display_transform_vertex.glsl */ | ||||
| in vec2 texCoord; | in vec2 texCoord; | ||||
| in vec2 pos; | in vec2 pos; | ||||
| out vec2 texCoord_interp; | out vec2 texCoord_interp; | ||||
| #endif | #endif | ||||
| void main() | void main() | ||||
| { | { | ||||
| gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f); | gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f); | ||||
| gl_Position.z = 1.0; | |||||
| texCoord_interp = texCoord; | texCoord_interp = texCoord; | ||||
| } | } | ||||