Differential D15563 Diff 55217 source/blender/gpu/metal/kernels/gpu_shader_fullscreen_blit_vert.glsl
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source/blender/gpu/metal/kernels/gpu_shader_fullscreen_blit_vert.glsl
| out vec4 uvcoordsvar; | |||||
| in vec2 pos; | |||||
| uniform vec2 fullscreen; | |||||
| uniform vec2 size; | |||||
| uniform vec2 dst_offset; | |||||
| uniform vec2 src_offset; | |||||
| void main() | void main() | ||||
| { | { | ||||
| /* The position represents a 0-1 square, we first scale it by the size we want to have it on | /* The position represents a 0-1 square, we first scale it by the size we want to have it on | ||||
| * screen next we divide by the fullscreen size, this will bring everything in range [0,1]. Next | * screen next we divide by the fullscreen size, this will bring everything in range [0,1]. Next | ||||
| * we scale to NDC range [-1,1]. */ | * we scale to NDC range [-1,1]. */ | ||||
| gl_Position = vec4((((pos * size + dst_offset) / fullscreen) * 2.0 - 1.0), 1.0, 1.0); | gl_Position = vec4((((pos * size + dst_offset) / fullscreen) * 2.0 - 1.0), 1.0, 1.0); | ||||
| vec2 uvoff = (src_offset / fullscreen); | vec2 uvoff = (src_offset / fullscreen); | ||||
| uvcoordsvar = vec4(pos + uvoff, 0.0, 0.0); | uvcoordsvar = vec4(pos + uvoff, 0.0, 0.0); | ||||
| } | } | ||||