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This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
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d0b47ddd7db54c7ebd0d783c68f2ff08c7a96959
blender-archive/source/blender/gpu/shaders/gpu_shader_image_frag.glsl

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OpenGL: tweak image shaders & code that uses them - rename image shaders to describe exactly what they do - rename inputs to match other built-in shaders - set & use active texture unit - no need to enable/disable textures with GLSL - pull vertex format setup out of loops
2016-10-18 00:08:34 -04:00
Cleanup: remove GLSL version checks
2017-05-17 10:46:42 +10:00
in vec2 texCoord_interp;
out vec4 fragColor;
immediate mode: Triple Buffer and two new shaders for TEXTURE_2D and TEXTURE_RECT Use the same vertex shader for both fragment shaders
2016-09-22 13:20:44 +00:00
Code cleanup: stop using rectangle textures in window draw, simplify code.
2018-02-13 18:09:58 +01:00
uniform sampler2D image;
immediate mode: Triple Buffer and two new shaders for TEXTURE_2D and TEXTURE_RECT Use the same vertex shader for both fragment shaders
2016-09-22 13:20:44 +00:00
void main()
{
OpenGL: convert old texture2D calls in built-in shaders
2017-05-19 11:02:32 -04:00
fragColor = texture(image, texCoord_interp);
immediate mode: Triple Buffer and two new shaders for TEXTURE_2D and TEXTURE_RECT Use the same vertex shader for both fragment shaders
2016-09-22 13:20:44 +00:00
}
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