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
15 lines
323 B
GLSL
15 lines
323 B
GLSL
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uniform mat4 ModelViewProjectionMatrix;
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/* Keep in sync with intern/opencolorio/gpu_shader_display_transform_vertex.glsl */
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in vec2 texCoord;
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in vec2 pos;
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out vec2 texCoord_interp;
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void main()
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{
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gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
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gl_Position.z = 1.0;
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texCoord_interp = texCoord;
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}
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