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blender-archive/source/blender/gpu/shaders/gpu_shader_3D_polyline_vert.glsl
Jason Fielder 18b45aabf9 Metal: GLSL shader compatibility changes for global uniform and interface name collision.
For the Metal shader translation support for shader-global uniforms are remapped via macro's, and in such cases where a uniform name matches a vertex attribute name, compilation errors will occur due to this injected syntax being incompatible with the immediate code.

Also adding source-level function interface alternatives where sized arrays are passed in. These are not supported directly in Metal shading language and are instead handled as pointers. These pointers require explicit address-space qualifiers in some cases, if device/constant address space memory is passed into the function.

Ref T96261

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D15898
2022-09-22 17:53:56 +02:00

12 lines
211 B
GLSL

void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
#ifndef UNIFORM
interp.final_color = color;
#endif
#ifdef CLIP
interp.clip = dot(ModelMatrix * vec4(pos, 1.0), ClipPlane);
#endif
}