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blender-archive/source/blender/gpu/shaders/gpu_shader_text_geom.glsl
Campbell Barton e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00

38 lines
877 B
GLSL

uniform mat4 ModelViewProjectionMatrix;
layout(points) in;
layout(triangle_strip, max_vertices = 4) out;
in vec4 pos_rect[];
in vec4 tex_rect[];
in vec4 color[];
flat out vec4 color_flat;
flat out vec4 texCoord_rect;
noperspective out vec2 texCoord_interp;
void main()
{
color_flat = color[0];
texCoord_rect = tex_rect[0];
gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].xy, 0.0, 1.0));
texCoord_interp = vec2(0.0, 0.0);
EmitVertex();
gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].zy, 0.0, 1.0));
texCoord_interp = vec2(1.0, 0.0);
EmitVertex();
gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].xw, 0.0, 1.0));
texCoord_interp = vec2(0.0, 1.0);
EmitVertex();
gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].zw, 0.0, 1.0));
texCoord_interp = vec2(1.0, 1.0);
EmitVertex();
EndPrimitive();
}